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
​
â–º Background, story & dialogues writing
â–º Map player feedbacks documentation
​
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)
​
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