DESCRIPTION
On the project, I had the responsibility of being the Lead Level Designer, in order to create the pacing of the complete game as well as the realization of 2 levels in the game.
CONSTRAINTS
- Limitation on creating an Escape game
- Programming by the GDs
- Realize the project in 2 months maximum
- Gameplay of minimum 5 min
TEAM
GD :
-Lucas Coquet
-Axel Kus
Artists :
-Fouad Alsabeh
-Kathy Huynh
-Lisa Blanchi
-Steven Gélinas
CHALLENGES ENCOUNTERED
- 4 days to find an interesting concept
- Have several roles (Lead Level Designer, Game Designer)
- Introduce mechanics in simple and fun ways
- Make an interesting pacing on 6-10 min of gameplay
DOCUMENTATION
BUILD
DOCUMENTATION
At the start of production, I made a 2D and 3D sketch of the complete Level Design of the game. (Slide 1-2)
To help our artists, I made an excel file containing the assets to be created with their degree of importance for the project in order to have the best possible organization.
(Slide 3-4)
During pre-production I made a document explaining the mechanics of the game plus the experience the player will have.
THE KITCHEN
For the last section of the game, I made a Level Design containing only navigation challenges with what is in a kitchen. (Sink, hob, oven etc.)
In the cupboard the player will have to destroy the breaches with his pistol until he finds the exit to access the kitchen.
For the sink the player will have to destroy the 2 taps to raise the water which will create a path with the plates that were inside.
At the level of cooking plates the player will find himself on a challenge timing where he will have to wait for the plates to turn off before passing
In the oven , the player will have to find the exit before time runs out.
TABLE
Being the first level of the game, I must by the level design present the mechanics of the game.
To introduce the shooting mechanic , the player will have to break 4 obstacles in order to reach the table.
On this first part of the table the player will have to drop slices of bread with his gun to create a path to the next part
For the slime LDO which gives a height boost when the player jumps on it
I set up a platforming challenge in the second half of the table to test the player on this new LDO.
Then for the last part of the table I set up a navigation challenge which will allow the player to be tested on the 2 mechanics seen previously.









































