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ROLE

Level, World and Narrative Designer

DESIGN CONTEXT

Independent project​​​

GENRE

Realistic Survival Horror 

 

 

STUDIO

Nightmare Media 

ENGINE

Unreal Engine 5

PLATFORM

PC

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OUTBREAK
The Burg

 

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OUTBREAK

Project Start - September 2023

Unreal Engine 5

Team : Programmer, Level Designer, Sound Designer â€‹

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​Game Development Context 

Participating members: Alexis Brien, Alexandre Fecteau, Dany Newby, Simon Lamoureux, Antoine Richer

Marketplace assets used : free and bought modular mesh kits, particle effects and animations

Contributions:

  • Conceptualization

  • Documentation

  • Asset scouting

  • First zoo's and proof of concepts

  • Version control and repository

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Level 1 - Game Tutorial 

Design Intentions and objectives​​

  • Establish overall tone of game

  • Teach movement mechanics as seamlessly as possible 

  • Introduce world to player using environmental storytelling

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Outbreak, Level 1, The Forest, October 2023 ​​​​​​​​​​​​​​​​​​​​​

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The Burg

Design Concept

  • Tutorial level 

  • Full level divided in sections 

  • Emphasis on narrative, movement mechanics and gameplay elements 

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Narrative

  • The Doctor is called to investigate a mysterious illness at the Castle. 

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Tone

Realistic survival horror: 

  • Eerie, ominous, menacing​

  • Slow descent into madness, gore, chaos

  • Have the player travel from open farmlands into smaller urban areas

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Gameplay

  • Tutorial to game mechanics 

  • Light combat

  • Stealth, Evasion

  • Exploration

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Emotions

  • fear, intrigue, mystery,  claustrophobia, paranoia, uneasyness

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​Design Process :

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Conceptualization phase 

  • Create top-down map

  • Make a mood board

  • Have project planning : Scrum method, Jira

  • Play many games for references 

  • Brainstorm with team

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In Engine 

  • Start with small, contained level

  • Create level section by section

  • Have frequent peer reviews, regular team meetings

  • Have playtest sessions, involve friends outside of development team for feedback

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Philosophy of collaboration

  1. Do not take feedback personally 

  2. Do not get too attached to your ideas 

  3. Bring your teammates ideas to life, value their concepts

  4. Never fully stick to just "your vision"​

  5. Always communicate, in a respectful manner 

  6. Give constructive criticism 

  7. Give positive reinforcement yet be honest 

  8. Create fun work culture and atmosphere 

  9. Value team bonding, see teammates outside of work context if possible

  10. In a passion project, don't pressure colleagues for productivity or performance​​​​​

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Level Sections




1. Burg Outskirts

 

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​Section 1 : Burg Outskirts 

  • Castle as main landmark

  • Farmlands 

  • Basic tutorialization  : look, movement, torch, search/interaction

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Design Intentions

  • Have the Castle as main landmark and objective

  • Introduce the player to the controls and the world 

  • Give the player both "things to do and things to look at"​​​​

  • Have a simple and linear section with no immediate danger

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2.The Burg

 

outbreak_burg1_light.jpg

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​Section 2 : The Burg 

  • Player enters the Burg

  • Town Center with exterior and interior environments 

  • Tutorialization of combat mechanics​

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Design Intentions​

  • Valve the player in smaller urban environment â€‹â€‹â€‹â€‹

  • Introduce the player to danger, while keeping difficulty low

  • Make the player feel like more than an observer

  • Involve and connect the player with world events​​​

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Gameplay Intentions

  • Transition to a non-linear section to encourage exploration

  • Player acquires weapon for first enemy encounter

  • Have the player interact with environment : open/close torches, search chests, find pick-ups, find key for locked door

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3. The Slums

 

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​Section 3 : Slums 

  • The Doctor exits the town center and makes his way towards the Castle, but he must go through the slums first

  • District next to Burg cemetery perceived as cursed

  • Forest passage leading into hovel village â€‹

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Design Intentions​

  • Give the player a brief pause moment after Burg section​​​​

  • Keep the player on alert with scattered enemies  out of critical path,  while keeping difficulty low

  • Valve the player after the Burg section

  • Have a vista for player to overlook the Burg

  • Frame Castle in background as much as possible

  • Make the player get closer to the castle while chaos and violence intensifies ​​​

  • Force the Doctor to go through a bloody gory pond 

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Gameplay Intentions

  • Linear section with "Points of Interest"

  • Occasional combat 

  • Decrease of tutorialization and hints over time 

  • have the player think and instinctively adapt to events in the world​​

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outbreak_burg2_light_edited_edited.png

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Game features: â€‹â€‹

  • Enemy zombies :  Walkers, Runners

  • Stealth system

  • Spawning system: spawn activators, waypoints​

  • Dynamic lighting system

  • Custom flickering lights system​​

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Level Designer Toolbox : 

  • Landscape tool 

  • Foliage tool 

  • Blueprints for enemy spawning, tutorialization and interaction widgets, triggers

  • Cinematic Camera

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keeping good habits 

  • Grouping modular meshes

  • Frequently organize outliner

  • Work from macro to micro, section by section

  • Task planning, have a routine, make a schedule 

  • Regular updates and commits in version control ​​

  • keep steady work pace

  • stay up to date with team communications

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Outbreak  

 

Team
Alexandre Fecteau
Simon Lamoureux
Dany Newby
Antoine Richer

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