Antoine Richer | Level Designer
PROTOCOLE HEDERA
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ROLES
STUDIO
Level Design
Narrative Design
World-Building
DESIGN CONTEXT
AEC Level Design Final Project
Developed in 15 weeks
Team of 30 students
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CAMPUS ADN, Montréal​​
GENRE
Third-Person Shooter​
PLATFORM
PC​


Level 3: Joy
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Design Intentions
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Emphasize level themes with architecture and gameplay
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Bolster Narrative structure
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Have exciting gameplay by making the most out of game ingredients
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Respect creative constraints such as level size, duration and architecture style
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Have the player master the gameplay mechanics
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Presence of key Narrative moments
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Integration of puzzles
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Combination of different enemy types in various spaces
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Context
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Student Project developed in 15 weeks
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Simulation of a professional workspace at Campus ADN, Montréal
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Worked in partnership with Gabriel Guy (LA) and Simon L'Heureux (LD)
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The Level is designed to showcase Combat, move the Narrative structure forward and highlight Puzzles
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Additional roles includes: World-Building, Narrative Design, Level Metrics and Level Dressing
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What I've learned
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Collaboration with other departments: Level Art, Scripting, Sound Integration and Animation
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Communication in meetings and at work space
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360 degrees game development, working while considering other departments priorities and limitations
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Importance of scoping in pre-production
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Importance of playtesting and third-party feedback
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Staying up to date with documentation
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Proper use of version control​​
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LEVEL DESIGN
COMBAT
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Difficulty and Pacing
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Create a fast pace early on with combat, nuanced with navigation and puzzles
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Balance of difficulty is managed with
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​Amount and combinations of enemies
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Amount of health pick-ups
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Strategy
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Exploring the level gives the player an advantage
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The different "auras" of the enemies forces the player to frequently change his types of attack
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Player is suggested to use the Ultimate attack
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Orbs replenishes the Ultimate attack, they can be found quite easily throughout the level
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PUZZLES
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​Uses of puzzles in Level
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There is three types of puzzles in the level
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Skills tested: Observation, Precision, memory
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Provides rewards for player
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Restricts certain areas until completed
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Used for game pacing after more intense sequences
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ARCHITECTURE
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Architecture as a narrative tool
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"Walls can talk"​
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A space has the power to influence human behavior
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Level Art and Sound Design can dramatically augment the player experience
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Designing the Library
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The player's entrance in the library is the highlight of the level
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Narrative and Architectural Point of Interest
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Make the player navigate from narrow corridors to an open space
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Establish a standoff with the game's antagonist to convey a Narrative intrigue
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Use of verticality (multiple floors )to create an interesting gameplay situation
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Subtle backtracking to maximize the use of space
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Level Design Documentation
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Serves as a guide for the designer throughout the development process​
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Contains all essential information about the level
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Regularly updated documents
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Gives an idea of the scope of the game
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In pre-production, documents help shape the overall direction of the game ​
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Level Flow Chart
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Provides linear overview of the level
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Modular understanding of sequences
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Useful tool for narrative design
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Rough blockout made with custom modular assets
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Have a functional level as fast as possible in blockout phase
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Daily testing
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Iterations based on feedback
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Top-Down of level
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Detailed sequence of events
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Simple and visually understandable
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Frequently updated