Other Projects
Various and varied Level Design projects (mainly).
The goal is to briefly present my work done on small projects
and my evolution over time .
Technical Test
January 2022
Technical test carried out over 3 days. It included a 1st part the analysis of the Level Design of an action-narrative game, how to improve it and an explanation of my process for carrying out a main mission.
The 2nd is the creation of a complete level of God of War (main mission with the implementation of a new mechanic) with precise constraints and the production of an explanatory document .
Examples of improvement points:
the verticality is not specified on the map (different layout or different colors depending on the level would have helped with readability)
and recall on the main path (and not as an option) the mechanics that will be used to defeat the boss.
Level Design on Unreal Engine 4
September 2021
Student workshop of about 2 weeks. The goal was to realize a small open world as well as an explanatory document of our intentions.
I spent about 1 week to make a vehicle that can drive more or less properly and 1 other to make my Level Design and work on the Level Art of the starting area.
Map of The Longing
Summer 2021
The Longing game doesn't actually have a map; so it came to me the desire and the need to draw the entire map of the game .
It's really a project that I did on my own time and which I enjoyed.
It was useful for me to find my position but also to help me with the realization of a dissertation on patience in video games .
Part of the game map
Puzzle Game (with Rabbits) on Unity
Janvier 2021
Workshop on Unity. The goal was to learn the basics of programming and to create a video game prototype on the theme of rabbits.
So I imagined and programmed a puzzle game where you control a square rabbit on a checkerboard. The goal is simple: reach the carrot. But beware! The wolf wants to eat the rabbit.
When the player moves, all the pieces on the board move at the same time.
If I were to continue working on this project, from a GD point of view I would add :
new enemies with different behaviour,
different obstacles,
shortcuts (rabbit holes)
and would consider more verticality and 3D.