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