Edbong is a nervous cooperative adventure game in which 2 players must escape from a galactic prison while being connected to each other by a chain, which will be their only weapon !
Mainly level designer, I have also worked on the game design and done some of the graphics.
Discover the trailer of the game!
I've done a lot of rationalization work on this project, in GD and LD, to have a dynamic and nervous game. I've imagined different situations for each mechanics/enemies, with various difficulties in order to create Level Design patterns.
Here is 3 of the Level design patterns I've imagined, each one based on a mechanic with different difficulties.
Then I've built a Rational Level Design document, which allowed me to manage the difficulty of the game and create various game situations.
The RLD document
Since the game is a student project and we've had to do a live demo, the level is pretty quick and regroup all our mechanics and enemies, even though there is a certain difficulty courb.
I built my level to introduce the players to the game, and to teach them progressively the mechanics and the different ways to kill an enemy. The level ends with a boss fight.
I'm really proud to say that Edbong won the "Best gameplay" award of the Hits Playtime contest, a french student video game contest.
Dathak is a metroidvania in which you play Exe, a young knight who can not directly kill his enemies. However, he has a magical power that allows him to change the world around him.
Discover the trailer of the game!
Dathak is a student project build arround the theme "Behind Appearances". Our game wants to challenge players: when they receive a quest, they run their heads down, convinced that what they are doing is good, is right.
As a level designer, I had to set up the typical metroidvania ingredients (with power-ups, backtracking, puzzles ...) and since it's a student project, I had to set up it all in a very short level to show the jury all our mechanics.
It was the first time I worked on a metroidvania and it was an amazing experience. I was inspired by games such as Super Metroid or Super Castlevania 4 (two games that I love)
and my work was congratulated by the members of the jury so I'm pretty proud of me.
The full playthrough of the game here
Date : March 2018
Type: Student Project
Role(s) : LD/GD
RaGaB
2D video game made with Unity
Inspired by great classics such as Metal Slug, Gunstar Heroes and Contra, RaGaB is a run'n'gun with mechanics of beat them up.
This project was realized around the theme "Tribute to arcade games" in 3 days.
The goal of my level design was to propose a level hard enough reminiscent of arcade games where the difficulty becomes really intense quickly, incorporating classic scenes of the Run'n'Gun : mini arenas, lift phases, bosses...
Sick Flick is a platform and first person shooter in a backlit universe whose appearance refers to an electronic universe. The player must go through several levels from point A to point B as quickly as possible: if he is too slow, he dies.
Thus, Sick Flick asks the player to be fast and precise, but fortunately for him, at any time of the game he can slow down absolutely all around him in order to analyze the different situations. The difficulty is voluntarily high: perfect jumps, many traps and enemies, the player will keep dying until he knows the level by heart.
For the artistic direction, I've used very simple shapes and set up a simple color code for the player to quickly analyze the different situations: the red for the enemies and the traps (which is bad for the player) and the green for the bumpers or the exit door.
Full playthrough of the game
The levels below are the levels I've realized and are present in the game. Other levels are coming.
Date: January 2018
Type : Personal project
Role(s) : GD/LD
Hotline Miami 2
Level design
Since I'm a huge fan of Hotline Miami, I designed some levels on the level editor.
I wanted to make a short but intense level, build arround a loop. The player has to be quick and pick up the good weapons at the good time if he wants to keep his combo in order to get a S Grade.
The dog that roams arround the middle of the room forces the player to pick up a weapon to kill him, he has to do it before the second group of enemies catches him.
On the bottom, the player is forced to get a weapon if he wants to kill the tank. He can enter in the left room, pick up the shot gun and kill him, but the 2 enemies behind the glasses will shot him so he'll have to be really quick. Or he can enter by the top, kill the 2 enemies, pick up their uzi and shot the tank. It will probably trigger the other enemies arround but don't worry, uzis have a lot of ammos :D
On the top, the player can easily clear the first room. He'll have to pick up a weapon and throw it to the shotgun enemy of the 2nd room before he shoots him. If he shoots a fire, the enemy on the bathroom will be triggered and will run on the player.
The playthrough of the map
Date: July 2019
Type : Personal project
Rôle(s) : LD
Heave Ho
Level design
I had the opportunity to create some levels of "Heave Ho", the lastest game of Le Cartel Studio.
I create those levels to be a race between players : the first who reach the flag win.
Moreover, all those levels use the spinning wheel mechanic, something that I really found funny and interesting when I played the game, and something that coulb be really funny in versus.
The playthrough of the levels
Date: September 2019
Type : Personal project
Rôle(s) : LD
Level design
Here are LDs "paper" that I never had the opportunity to build. Each LD is preceded by his note of intent or ideas that guided my work
Uncharted
A level of Uncharted that mixes infiltration, exploration and action scenes; in which Nathan Drake will have to avoid being spotted by a demon while exploring the temple to find the key fragments of the tomb gate that encloses the artefact. The demon will look around him according to a fixed patern, from left to right then from right to left. It will also be sensitive to noise.
First, the player must recover 3 fragments of key in order to open the door in front of which is the monster. Behind the door, the player will recover an artifact, Nathan will then be spotted by the demon. He must escape by climbing the temple while the demon throws him huge stones.
In this level of L4D2, players arrive in a game room in which they will have to help the security guard. At the end of the level, a tank launches an arcade machine directly on the players and they are teleported inside.
In the first part, the players are together and have the impression of being very strong, to easily kill the waves of monsters as in a simple arcade game. Their purpose is to help the center's security guard who has taken refuge in his office.
In a second part, players must survive waves of zombies during a given duration. The end of the level is punctuated by the impossible-to-kill boss who brings the players' psyche inside an arcade and therefore to the next level.
A level of the game Super Mario World in which the dexterity of the player is being tested. All jumps must be calculated and the player will have to use enemies as a platform to advance.
In secondary objective, the player will have to pick up 3 big stars hidden in the level, in the manner of a New Super Mario Bros..
Type : Personal Project
Role(s) : LD
DOOM
Game analysis
I'm a big fan of the original Doom and of the work of John Romero. So I decided to use my knowledge of the game to make an analysis : what's the game loop, the elements that compose the game and how are they used, etc.
Vanqued is a Third Person Shooter inspired by Vanquish. We were 2 on this project and I was in charge of the level design/building.
The goal was to train ourselves on UE4, so it is a really short game in which there is not much going on gameplay. You just run and shoot enemies. It took us 2 weeks.
The project was much more ambitious (too much) : we wanted our character to be able to slide, hide himself behind some elements and a bullet time. This project allowed me to learn that it's already necessary to focus on simple and basic things before going too far.
This project was a really good experience because it was the first time that I created a "real" level on UE4, with something else than grey blocks.
I used the Soul City assets pack from the Unreal market place. These are blocks that are more or less important, which I've placed in order to transcribe a city built in a rocky area in a Steampunk universe.
All lights are lights that I've placed myself in order to make the world alive and bright. The effects of particles like rain, or sparks, come from the assets pack, which I've also placed everywhere in the map.
Date: December 2018
Type : Student project
Role(s) : LD
Fire in the hole
A Doom level design made on the Doom 2016 level editor
I'm currently working on my own level using the level editor of Doom 2016. I'm trying to make a big level with differents objectives in a labyrinthine map.
I'm really excited to finish my level but it's very long so in the meantime, here are some screenshots.
Date: July 2019
Type : Personal project
Role(s) : LD
The Mighty Quest for Epic Loot
A 6 months intership at Ubisoft Paris Mobile
I worked at Ubisoft Paris Mobile as Game Designer Assistant on Mighty Quest : an action-RPG / hack'n'slash mobile game.
I had the opportunity to create and design new features for the game like the "Tower of Champions" : a huge tower in which the players slay waves of enemies and climb the floors. The higher they climb, the better the rewards they get !
I did a lot of Design Doc and Flowcharts to create and present my features to the team.
I also designed, integrated and balancde directly on Unity, like new enemys or new weapons / gears.
Date: April 2020
Type : Pro
Role(s) : GD
Souls inspired level
Level design and block-out on UE4
The Souls series is probably one of my favorite. So, I decided to make a level inspired by it, in an other universe : in the 17th century during the great era of piracy.
The player embodies Edward Flint, a pirate renowned for his taste for combat and adventure. This last has just found a map leading him to “La isla de Soula”: an island unknown to any map on which
According to the legend “The center of the Earth”, it is a mythical city that was teeming with gold. Determined to find this city, Edward travels to the island in question.
He lands on the island on which stands a huge rock in the shape of a skull, in which is dug a large door, closed. While searching the area, he notices that a path is dug straight into the stone and decides to borrow it to find a way to open the door.
He then discovers that creatures inhabit this cave and that they have dug galleries a little everywhere inside.
While exploring, he picks up a grappling hook, a tool that allows him to grab hold of certain surfaces. Finally, he finds a lever that allows him to open the large main door, only the latter is protected by a huge creature.
Edward confronts her, knocks the creature down and pulls the lever. The large door opens, leading to a huge staircase, going straight down to the lost city.
Layout 2D of the level
Date: September 2020
Type : Personal Project
Role(s) : LD
Ghost Recon : Breakpoint
Level design and flow of a mission on UE4
After playing Ghost Recon : Breakpoint, I decided to create my own mission.
I started by imagine what's the mission would be about, what's the context and how's the mission flow.
The intention of this mission is to have a gradual rise in tension to the climax. The first phase is to find Aymeric in one of the 3 enemy outposts, pushes the players to explore in hostile territory and offers them tactical choices : they can decide to separate to save time or attack (or infiltrate) all together the same camp.
In the second part, the tension rises because the platform is much bigger than an outpost, which will be more challenging for the players. Again, players will have to put in place different strategies on their approach of this zone (swimming, boat, helicopter ?).
The highlight of this mission is the explosion, which will trigger a series of waves of enemies that players will face before they can escape.
Then I started working on the level design, and I'd focus myself on a outpost.
During the last 16 months, I had the opportunity to work on Spider's lastest project : Steelrising, an ARPG set in an alternative French Revolution.
In this alternative version, the world already has automatons, and the players will embody one, called Aegis. This female automaton, initially designed for dancing, will be commissioned by Queen Marie-Antoinette, and will have to cross Paris to help the revolutionaries. Unfortunately, King Louis XVI also has his army of automatons, giving rise to many confrontations that we are told are demanding and particularly nervous.
I had the opportunity to see the different stage of the making of Steelrising : build some basic blockout in the level editor to get an overview of the mainpath, create some loops, shortcuts and verticality. Then I was able to put more details in my blockout, adjust my fighting areas and starting to put some ambushes and loots ! Finally, I worked a lot with the Environnement Artists to keep an eye on the build of the levels, giving them my intentions and working together to be sure that the blockout remains respected.
Also, I did a lot of scripting for the game (quests, diaologs, mobs encounters) with the node system from the engine.
Finally, I did a lot of playtesting and iterated following the feedbacks I was receiving to be sure to give the best experience to players.
Since Steelrising isn't released yet, I cannot talk much about it but this gameplay traile might helps to get a better vision of the game !