My skills / Level Design
At first sight, level design seems to concern only videogames with "environnement": 3D action games, 2D platform games, etc. But, we find it in a lot of specific cases: the score in Guitar Hero, the input sequence to do and the consequence in its success or failure in the run of a scene in Heavy Rain, etc. Level-Design is everywhere with multiple styles.
So, from design to what the player visualize during the level exploration, steps in integration and test vary a lot according to the game type. In the case of a 3D environment for example, a level designer work on paper sheet (graphic software) to get the main ideas, then add them in a simplified way, using "blocs", in the game engine or editor. After validation, the level is "dressed-up". The graphic team is in charge of creating a coherent environment corresponding to the level design: we call it level building.
My skills
- Defining the structure of level-design: Progress, learning, diversity, etc.
- Designing levels on paper and softwares: Visio, SketchUp, 3Ds Max, etc.
- Integration and tests of level design: 2D Platformers (coordinates, tiles), 3D environments, rhythm games scores, etc.
- Communication with the team on level design: Writing clear and accurate documentation...
Task: Narrative Design Document
11.19.2013Softwares:
The document
It contains an overview of the design and the story, and give the details on:
- conversation branches
- environments : interactive objects and characters
- Minigames: pick lock, combat, complex object observation
You can find it there.
I wish you good reading.
Summary
I worked on a narrative game design and level design. This article is an example showing how I write my documentation.
Work: I designed a level and wrote a document.
Task: Level Design: Sp_Escape
03.08.2009Softwares:
Summary
The game sequence I worked on contains some challenges in its Level Design: handling the time for the player, forcing him to avoid a lethal shot every five seconds, and handling the shooting time between ennemies and obstacles to reduce in a pile of debris. More in the article.
Work: I created the level design on these challenges, dressed up some rooms and scripted events using the Kismet.
Some pictures
Task: Stargate Command Map
12.06.2008Softwares:
Design
I created the basic shape of the map at first. I tried to keep the true organization and the same size, as much as possible. By searching meticulously on the Internet, I ended up finding the SGC plans made in Vancouver studios.

Next, I looked for a lot of snapshots taken by tourists who visited the film sudio set. By the way, I was more accurate.

Creation
To get information allowed me to create a level much closer to the series, more realistic as you can see on the pictures below.
I was compelled to erase some details, Gold, the Half-Life engine, can't handle too many models. You can notice that chevrons are green on this stargate.












