As Game Designer and Level Designer (from July to December 2015):
► Participate in Game Design meetings and create a level design consistent with the other level designs previously created.
Taking part in all Game Designer's Tasks uch as balancing, play-testing and meetings.
Enforcement of the Game Design Document in the creation of level design.
Support game mechanics and narration to create non-linear level design.
Creating Multiplayer and no-linear level consistent with other levels: scenario, sifficulty, pacing...
Producing testable and bug-free content with up-to-date gameplay features.
Using Unreal Engine 4 to design, build and script levels (concept, layout, markup, polish).
Production time: from August to December 2015.
► CHAPTER 6 "No Espace": You are entering Rogue's Caravel Level
Locate the pod lauching bay to destroy it all and prevent the genestealer's escape from the Space Hulk.
As Level Designer and Level Builder (from June to December 2014):
► Create level design with a professional result used for test and setting up the working methodology (concept, layout, markup, polish).
Creating test-purposed level designs and projects methodologies.
Design a environmental storytelling consistent with the Warhammer 40.000 licence's univers.
Iterative level design and use modular system of level design.
Teaming up with the artistical director to produce aesthetic content.
Respond to technical constraint: optimisation of used asset, level streaming, 60fps.
Use Unreal Engine 4 for building: direction, scripting, ligthing.
Make two interships on the same production one year apart allowed me a overview of a AA production's evolution during a 10 months professional experience. I have participate in two production's key point: end of pre-production (4 months intership) and end of production (6 months intership).
In SpaceHulk Deathwing, one of the main character is the SpaceHulk himself, a drifting spaceship lost in space and Warp (alternate dimensions to the material univers). My first task was then to understand the univers of Warhammer 40.000, as that my work was to build a part of the main characters of the game. For that purpose, I have based my study on different books of GAMES WORKSHOP and on differents plane and boats plans, to allow the design of a credible and immersive level Design.
Iteration in modular level design
During this internships, I leading my owne production pipeline. After somes research about iteration in modular level design, I decided to go into the working method described by Joel Burgess (Senior Designer, Bethesda Game Studio). This method has proven successful on production like Fallout 3 or The Elder Scrolls V : Skyrim.
This research allow me to learn a rigorous structure about level design production (concept/layout/markup/polish) and also to get familiar to differents iterative level design process, like Continuous Iteration or Spaced Iteration.
About the game:
Space Hulk: Deathwing is a first-person shooter experience of Games Workshop’s classic Space Hulk boardgame set in the universe of Warhammer 40,000. Developed on Unreal Engine 4, the game offers players the chance to experience a desperate battle against Genestealers in the claustrophobic tunnels of a Space Hulk, as they will gain skills, new abilities and new equipment thanks to experience earned during perilous missions.
Space Hulks drift along the currents of the Warp, the immaterial dimension of Chaos. Made up of gigantic mangled asteroids, derelict ship wrecks and other spatial debris, they sometimes grow to the size of a moon and often contain treasured and ancient lost technologies. However, they are ripe with danger including infestations of the lethal Genestealers.
Players take on the role of a Space Marine from one of the most secret and most feared Space Marine Companies: the Deathwing from the Dark Angels. Strap on your Terminator armour and equip the emblematic weaponry of the Space Marines to overcome the threats awaiting you in the Space Hulk. As a Librarian, you will also master the destructive powers of the Psykers. Your skills and performance in battle grant you Fervor Points, to spend on 4 skill trees allowing you to improve your abilities, unlock new powers, access powerful relics and devastating new weapons.