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YUGGOTH

Level & Game Designer

PITCH

Several centuries after our current time, you play a spaceman who wants to explore the limits of our solar system.  On the outskirts of Pluto, you feel fascinated by the planet. Almost unconsciously you land there.  Once out of your ship, a mystical force attracts you. You find yourself inside the walls of a gigantic architecture, forced to leave it to return to your ship.  Mysterious powers will allow you to move objects by thought in order to unlock mechanisms. Some of these mechanisms act as mirrors, allowing you to reflect a strange energy.

MY WORK

As a Level designer

Our goal was to make the player feel the loss of sanity through Game & Level Design. To do this, I wanted to make the player go through several emotions through my levels: curiosity, vigilance, fear and finally paranoia to achieve the desired experience. 
I worked on the affordance of the puzzles and used landmark objects and over-framing to create storytelling and foreshadowing in the levels.​

Layout creation

  • Blockout and balancing.

  • Prototyping of modular levels using the tools provided by the programmers.

  • Discussions and Iterations with project members to best meet the constraints.

  • Environmental storytelling.

  • Integration of the levels in the engine.

 
Documentation 

Write level design documents such as

  • Level design intentions.

  • Level objectives and pacing.

  • Game Flow chart.

  • Levels overall structure.​

 

Level Designer Tools

In order to save time I asked our Gameplay Programmer to make some tools that would allow me to be more efficient when creating my levels :

  • Object placement tool by adding and removing physics on the objects to be placed on the floor.

  • Tool to visualize the path of the moving platforms.

  • Tool for managing checkpoint areas and respawn points.

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