ALEXIS MAURICE BRIEN LEVEL DESIGNER
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GERMINIUM​

CONCEPT
"On a small faraway planet, a miner witnesses a workers revolt
in a Germinium mine, an essential resource to the well-being of the Corporate Empire. "


​GOALS & CONSTRAINTS
  • Two levels of storytelling : A workers uprising, where you play the traitor
  • Limited to three words on screen

INTENTIONS & INSPIRATIONS
  • Show an evolution of the workers mindset : Insecurity, hope, conflict, vengeance
  • Inspired by Emile Zola's Germinal and FPS games of the 90's and 00's : Unreal, Perfect Dark, Red Faction, Shogo, Half-Life
​

The Mine - Waking Up

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  • The judgement of the avatar from the workers
  • Props placed to form $ and ¢ 
  • Chimneys, symbol of power & landmark
  • Workers : poor, vulnerable, exploited

The Mine - Getting Out

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  • Lighting the way : bonfires, lanterns, arson, emergency lights
  • ​Vantage point oversees the uprising's aftermath

"The infamous black and white mineral has a lot of bloody red on its hands! The first security gate is in total disarray.​"

The Quarters - Overview

  • Props used to redirect the player's path
  • Helix / Round table symbolizes the workers' union and equality
  • Framing the landmark
  • ​Options to explore nooks and valves

"Sabotaging generators and reading books seems to have been their last activities. How long have you been out of it?"
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The Auditorium

  • Largest room gives sense of how many people live here
  • Animation as a reward for curiosity (top of stairs)
  • Fires, crates and railings shape the path
  • Linear layout vs large building symbolizing hope of being free, but ultimately remaining under the control of somebody else
  • Visible exit
"Speakers were toppled, a crowd was divided and processed."
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The Office

  • Social, esthetic and literal ascension
  • Management : symmetry, order, cleanliness
  • Linear layout with small nooks
  • Office designed to oversee / feel seen
  • Escape pod's lift-off animation

"In fact, you admire the people who own you, and for that, you deserve better. The best.
That escape pod is still waiting for you.
Isn't it?"
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DRAFT
  • things are not what they seem at first
  • verticality in architecture

OBSTACLES
  • original story idea is overdone and cliché
  • word limit makes it also very hard to achieve

SOLUTION
  • delving back to my first videogames experiences
  • reflecting on how to make it memorable and personal

END RESULT
  • a series of rooms with clearly established moods, stories & personalities
  • major differences between the beginning and end of the level
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