
Antoine Richer | Level Designer
ROLE
Level, World and Narrative Designer
DESIGN CONTEXT
Independent project
GENRE
Realistic Survival Horror
STUDIO
Nightmare Media
ENGINE
Unreal Engine 5
PLATFORM
PC

OUTBREAK
The Burg
OUTBREAK
Project Start - September 2023
Unreal Engine 5
Team : Programmer, Level Designer, Sound Designer
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:
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Conceptualization
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Documentation
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Asset scouting
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First zoo's and proof of concepts
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Version control and repository
Level 1 - Game Tutorial
Design Intentions and objectives
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Establish overall tone of game
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Teach movement mechanics as seamlessly as possible
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Introduce world to player using environmental storytelling




Outbreak, Level 1, The Forest, October 2023

The Burg
Design Concept
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Tutorial level
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Full level divided in sections
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Emphasis on narrative, movement mechanics and gameplay elements
Narrative
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The Doctor is called to investigate a mysterious illness at the Castle.
Tone
Realistic survival horror:
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Eerie, ominous, menacing
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Slow descent into madness, gore, chaos
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Have the player travel from open farmlands into smaller urban areas
Gameplay
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Tutorial to game mechanics
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Light combat
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Stealth, Evasion
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Exploration
Emotions
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fear, intrigue, mystery, claustrophobia, paranoia, uneasyness
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Design Process :
Conceptualization phase
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Create top-down map
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Make a mood board
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Have project planning : Scrum method, Jira
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Play many games for references
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Brainstorm with team
In Engine
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Start with small, contained level
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Create level section by section
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Have frequent peer reviews, regular team meetings
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Have playtest sessions, involve friends outside of development team for feedback
Philosophy of collaboration
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Do not take feedback personally
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Do not get too attached to your ideas
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Bring your teammates ideas to life, value their concepts
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Never fully stick to just "your vision"
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Always communicate, in a respectful manner
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Give constructive criticism
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Give positive reinforcement yet be honest
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Create fun work culture and atmosphere
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Value team bonding, see teammates outside of work context if possible
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In a passion project, don't pressure colleagues for productivity or performance
Level Sections
1. Burg Outskirts

Section 1 : Burg Outskirts
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Castle as main landmark
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Farmlands
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Basic tutorialization : look, movement, torch, search/interaction
Design Intentions
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Have the Castle as main landmark and objective
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Introduce the player to the controls and the world
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Give the player both "things to do and things to look at"
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Have a simple and linear section with no immediate danger




2.The Burg

Section 2 : The Burg
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Player enters the Burg
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Town Center with exterior and interior environments
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Tutorialization of combat mechanics
Design Intentions
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Valve the player in smaller urban environment
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Introduce the player to danger, while keeping difficulty low
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Make the player feel like more than an observer
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Involve and connect the player with world events
Gameplay Intentions
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Transition to a non-linear section to encourage exploration
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Player acquires weapon for first enemy encounter
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Have the player interact with environment : open/close torches, search chests, find pick-ups, find key for locked door




3. The Slums

Section 3 : Slums
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The Doctor exits the town center and makes his way towards the Castle, but he must go through the slums first
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District next to Burg cemetery perceived as cursed
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Forest passage leading into hovel village
Design Intentions
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Give the player a brief pause moment after Burg section
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Keep the player on alert with scattered enemies out of critical path, while keeping difficulty low
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Valve the player after the Burg section
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Have a vista for player to overlook the Burg
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Frame Castle in background as much as possible
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Make the player get closer to the castle while chaos and violence intensifies
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Force the Doctor to go through a bloody gory pond
Gameplay Intentions
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Linear section with "Points of Interest"
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Occasional combat
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Decrease of tutorialization and hints over time
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have the player think and instinctively adapt to events in the world





Game features:
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Enemy zombies : Walkers, Runners
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Stealth system
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Spawning system: spawn activators, waypoints
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Dynamic lighting system
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Custom flickering lights system
Level Designer Toolbox :
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Landscape tool
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Foliage tool
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Blueprints for enemy spawning, tutorialization and interaction widgets, triggers
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Cinematic Camera
keeping good habits
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Grouping modular meshes
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Frequently organize outliner
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Work from macro to micro, section by section
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Task planning, have a routine, make a schedule
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Regular updates and commits in version control
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keep steady work pace
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stay up to date with team communications
Outbreak
Team
Alexandre Fecteau
Simon Lamoureux
Dany Newby
Antoine Richer
