![]() Working on an open-world game, my challenge as a Narrative Designer was to combine the non-linear structure of the game with a story-driven experience in a coherent way. ![]() Reviewing level iterations and providing feedbacks to level designers on design, direction, and balancing.Providing references, outlines, key mechanics and story beats to other level designers for some of the levels.Ownership of some of the game’s levels (designing, blocking out, testing, iterating, and polishing, working closely with the artists to bring levels from blockmesh to final state).Revising and iterating the macro-design in accordance with direction changes, new features and production cuts, ensuring consistency in design and narrative.Īs a Senior Level Designer, my responsibilities included:.Blocking out the landscape (using World Machine and Unreal Engine sculpting tools).Designing the map of the island (landmark positions, routes, main resources, key-item locations, fast travel points, etc.).Providing a list of assets needed for each location/level.Gathering visual references for each location/level.Defining a macro-design (listing main and optional locations and levels, describing mood, enemies, NPCs, gameplay mechanics and flow for each location/level).Deep researching the setting (geography, history, natural environment, architecture, etc.).Leading the World Design, my responsibilities included: Overall the game features 28 unique locations and offers 20+ hours of content. This means that the locations of the game can be visited in different orders, even though some actions or items are needed to progress in the story. The player is free to explore the island and its landmarks looking for items and ways to ultimately escape Daphne’s kidnappers. The game is structured as an open-world game, although on a smaller scale, given the size of the team. Working closely with gameplay programmers, I designed, developed, and wrote documentation for several game mechanics and systems, including: Later on during development, the game grew in complexity, introducing combat and weapons (as well as a stronger narrative), but the core experience remained the exploration of the island in order to stay alive and unveil the mystery around Daphne’s kidnapping. As Daphne - a young woman who found herself trapped in a well, not knowing who kidnapped her and why - your ultimate goal is to escape the island.Īt the beginning of the project, the focus was all on survival and free exploration, relying on Daphne’s physical skills ( parkour and climbing) to traverse the island, and hide and flee from enemies (humans and animals). The game is set on a Mediterranean island inhabited by an enigmatic rural community.
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