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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​

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Level 3: Joy

 

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Design Intentions

 

  • Emphasize level themes with architecture and gameplay

  • Bolster Narrative structure 

  • Have exciting gameplay by making the most out of game ingredients 

  • Respect creative constraints such as level size, duration and architecture style

  • Have the player master the gameplay mechanics

  • Presence of key Narrative moments

  • Integration of puzzles 

  • Combination of different enemy types in various spaces

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Context 

 

  • Student Project developed in 15 weeks

  • Simulation of a professional workspace at Campus ADN, Montréal

  • Worked in partnership with Gabriel Guy (LA) and Simon L'Heureux (LD)

  • The Level is designed to showcase Combat, move the Narrative structure forward and highlight Puzzles

  • 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

  • Communication in meetings and at work space

  • 360 degrees game development, working while considering other departments priorities and limitations

  • Importance of scoping in pre-production

  • Importance of playtesting and third-party feedback

  • Staying up to date with documentation

  • 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 

  • Balance of difficulty is managed with

    1. ​Amount and combinations of enemies

    2. Amount of health pick-ups

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Strategy

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  • Exploring the level gives the player an advantage  

  • The different "auras" of the enemies forces the player to frequently change his types of attack

  • Player is suggested to use the Ultimate attack 

  • 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

  • Skills tested: Observation, Precision, memory

  • Provides rewards for player

  • Restricts certain areas until completed

  • 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"​

  • A space has the power to influence human behavior

  • 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

  • Narrative and Architectural Point of Interest 

  • Make the player navigate from narrow corridors to an open space

  • Establish a standoff with the game's antagonist to convey a Narrative intrigue 

  • Use of verticality (multiple floors )to create an interesting gameplay situation

  • 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​

  • Contains all essential information about the level

  • Regularly updated documents

  • Gives an idea of the scope of the game

  • 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

  • Modular understanding of sequences

  • Useful tool for narrative design

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  • Rough blockout made with custom modular assets 

  • Have a functional level as fast as possible in blockout phase

  • Daily testing

  • Iterations based on feedback

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  • Top-Down of level

  • Detailed sequence of events  

  • Simple and visually understandable

  • Frequently updated

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