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OBJECTIVE: Players have to infiltrate a location to abduct a target NPC. They will have to investigate the place to find the target & also find a way to get ride of it.

► 3C's & Player/World scale design to get the First Person right feeling

► Modelization of semi-modular kit (BSP following specific metrics guidelines) & architectural typology
► Level building & lighting ("faked" gameplay impact on detection)
► Navigation flow & pacing of the entire level
► Playtests, debug & iterations made during & after production

► Entire tutorial section constructed within the level

 

► IA behavior scripting: patroling, talking & chasing

► Blink-inspired power scripted & adapted to the level

► Mission Update system to feedback players possibilities & Mission status

► Lighting gates system script

► Background, story & dialogues writing

► Map player feedbacks documentation

The Vault

 

► GENRE: 1st person stealth map

► SUPPORT: PC

► ROLE: Level Designer

► ENGINE: Unreal Engine 4

► TEAM: Alone

► PRODUCTION: 10 days (LD test)

Map available on demand

PLAYER STORY: Play as a supernatural assassin, using powers & weapons to fight/infiltrate a high-security location (Inspired by the Dishonored Series)

PROJECT

RESPONSABILITIES

MEDIAS

© 2017 by Matthieu Nollet

 

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