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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.

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

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

â–º Entire tutorial section constructed within the level

 

â–º IA behavior scripting: patroling, talking & chasing

â–º Blink-inspired power scripted & adapted to the level

â–º Mission Update system to feedback players possibilities & Mission status

â–º Lighting gates system script

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â–º Background, story & dialogues writing

â–º Map player feedbacks documentation

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The Vault

 

â–º GENRE: 1st person stealth map

â–º SUPPORT: PC

â–º ROLE: Level Designer

â–º ENGINE: Unreal Engine 4

â–º TEAM: Alone

â–º PRODUCTION: 10 days (LD test)

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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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