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Charles Defoy
Game Designer
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Level Design
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Level Design Projects

Sci-fi Detective (Wip)

Mini Open World project inspired by Star Citizen

Playthrough

Context

Lenght

100 hours of work (WIP)

Team

I developed every aspect of this gameplay by myself with the use of tutorials and unreal engine documentation.

Skills Used

Prototyping - Level Design - 3D Art

Software Used

Unreal Engine (ALS) - Photoshop - Blender

Task

This project was realized by myself in a level design class context. The assignement was to create a Mini Open World level. I was inspired by the recent Star Citizen tech video and decided to create a world ispired by its universe. In this instance the player incarnates a bounty hunter which needs to investigate an attack which took place at a company compound on a nearby planet.

Screenshots

Objective

Gameplay

I wanted the gameplay to be mainly dialogue driven with mechanics supporting the investigation feature. The player should not feel as though the solution to the investigation is clear and easy but rather like they should figure it out by themselves.

Design

After implementing a simple dialoge system and a few other prototypes more or less related to the project ad part of other classes, I've decided to create a notepad mechanic where player will be able to record parts of conversations and attach pictures they have previously taken with their camera tool.

Challenges

This project is still a work in progress.

Plume

“Take control of the wind and guide a feather through a world filled with robots and danger

Full Foundry Walkthrough

Context

Lenght

Around 25 hours

Team

4 Game Designer - 1 Programmer

Skills Used

Level Design - 3D Art - Game Design

Software Used

Unity - Blender - Photoshop

Task

This project's initial task was to create a game with an interesting / exotic / never seen before controller. After an intensive first session to filter out a bunch of ideas my team and I decided upon making this a game where you control the wind and you would have to keep a feather flying through the air. For the project we needed a detailed documentation and plan of action since we only had about a month and half to execute everything.

I was personally in charge of multiple aspect of the project including : Design 3C, System Design, 3D Art (I created almost the entirety of the assets seen in the project including VFX), Level Design of the 3rd level (Foundry).

Objective

Design

First of all, the intetion was to make this level more thecnical than my fellow coleagues' level since this was the third level in the game. Hence why the ramp up to some mechanics is pretty rapid in the start of my level. New mechanics on the end are introduced through easy to harder blocks that create a fluid learning curve.

Conclusion

In the end I was very satisfied with the work i was able to get done in the little time we had left before "Shipping" the game. I felt like i was able to create a challenging yet fair experience as well as making an interesting experience for the player. Through multiple iteration and testing by colleagues I put in place a well balanced level with a nice intensity variantion althouth I did not have much time to plan ahead.

Stealth Shooter

Stealth shooter navigation exercise focused on creating emotions for the player created for a level design class.

Task

This project was realized by myself in a level design class context. This exercise was aimed towards learning general navigation and creating emotions for the player. We were tasked with creating a map using basic building block whether in unreal or unity. I found it easier for me to spend a little time creating building blocks in blender to represent better my intention and the mood I was going for.

Objective

Gameplay

I started the exercise by creating a level design document presenting the different section I planned to create using different ingredients I would create. Since this class was aimed towards Level Design I downloaded an existing project from a developer online and created my scene using its multiple features and mechanics.

Design

I made most of the assets in the scene using blender and utilized unreal engine assets store to create a moody environment using a weather and water plugin. Once my scene was in place I created the navigation with the intention of making memorable events for the player to go through.

Context

Lenght

40 hours of work

Team

The Unreal Engine project was made by a third party developer, I created the level design and most assets by myself.

Skills Used

Level Design - Environment Art - 3D Modeling

Software Used

Unreal Engine - Blender - Photoshop - Draw.io

Parkour FPS Prototype

FPS parkour game created as part of a set piece project in a level design class

Playthrough

Context

Lenght

60 hours of work

Team

I developed every aspect of this gameplay by myself with the use of tutorials and unreal engine documentation. Colleagues helped me with general feedback on gameplay feel and level design aspects.

Skills Used

Prototyping - Level Design - 3D Art

Software Used

Unreal Engine - Photoshop - Blender

Task

This project was realized by myself in a level design class context. Originally a set piece assignment , this gameplay was imagined as part of a larger open world racing game which was never created.

Objective

Gameplay

I wanted this to be a fast pace shooter type game with easily understandable controls and features which would affect the way the player could move around the map. I then added small and easy objectives such as the target shooting and the time gates which created the time race in itself.

Design

I decided to include wall run, double jump, physics based slide and the gun recoil which could help the player with difficult movement maneuvers. All of these movement focused mechanics then needed to work seamlessly in between each other which I succeeded at doing after a bit of tinkering in the character blueprint. For all of the feature I created I made sure to implement a parameter that would affect the difficulty so that I could adjust it later on.

Challenges

Although this project went pretty smoothly two challenging parts stood out to me. First of all, I worked hard to make sure the player would keep his velocity throughout the level. I created a simple function which lets the player have a small amount of time without ground friction on landing to make sure that he could transition into is next action. Secondly, a created the deathbox feature halfway through the project since I thought the game was missing a danger element. Adding the death box really created a more exciting gameplay.

MegaMan Editor

A 4 minutes long MegaMan level design exercise aimed towards 2D level design theory and iterations.

Task

The task was to make a 4 minute long creative MegaMan level to learn the basics of level design and more specifically 2D level design. The level was created inside MegaMan maker.

Objective

Gameplay

I got the idea that MegaMan had to escape prison which I think is a pretty funny situation for a hero type character to get himself into. The whole level was then themed around WardenMan in accordance with the MegaMan license general intentions.

Design

I first made a one page level design document specifying my design intention. See 1st Image.

Context

Lenght

On and off over a 3 month period.

Team

Myself

Skills Used

Level Design

Software Used

MegaMan Maker- Photoshop

Portal 2 Editor

Using the Portal 2 Editor three level designers and myself created a fake portal 2 DLC

Level Design Document

Task

The task was to create a full DLC sequence from the latest portal game using a basic builder engine and a limited set of ingredients.

Objective

Gameplay

The intention behind the gameplay was pretty simple, we wanted to show the player the origin of the aperture laboratory through a series of puzzle exactly how a portal DLC would. The final version did not resemble the original plan as much has we'd hoped at first due to engine limitations but did portray the main objectives of our assignment.

Design

Using the one pager method we made a macro level design document of our levels showing the intensity, difficulty, narrative intentions and the ingredients used in our different sections. We then proceeded to make one pagers for each of our individuals levels while keeping in mind the overall experience we wanted the player to undergo. We also wrote down intentions for the narrative part of our levels demonstrating through text what the player should expect while playing.

Context

Lenght

40 hours of work each.

Team

4 Level Designers

Skills Used

Level Design

Software Used

Portal 2 Builder - Photoshop - Illustrator - Powerpoint