ALEXIS MAURICE BRIEN LEVEL DESIGNER
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NEO-LAVAL

CONCEPT
The player must reactivate a section of an abandoned monorail network overtook by the Rail Company's own security bots gone rogue.
​Unallowed to confront them by the Rail Company, the player must avoid them to be able to reach and reactivate the Coil Tower.


INTENTIONS & INSPIRATIONS
  • A seemingly uninhabited world revealing more of itself along the player's progression
  • A dystopian city where its denizen are allowed to roam only because their employer said so
  • Creating a dynamic environment the player can use and organically interact with

GOALS & CONSTRAINTS
  • Ensuring the player receives all the information to perform in-game
  • Implementation of an asset from the Unreal Marketplace, Spline Rail Grind Builder, by Raul Jamarillo​
  • Allowing the player to use these acquired skills to navigate as they wish
  • Balancing multiple paths vs the level's dynamic
  • Easy to read color-coded blockout design : 
    Yellow for Cover, Blue for Access, Pink for Interactivity, Red for Enemies, Orange and Green for Doors and their Lock

 DOCK #1

- Safe space to get familiar with the game's core mechanics: Boosters to open doors, Rails to grind and travel

- Teasing the player with their goal on the right side of the dock

- Tutorial placeholders
​
- Hanging sculpture from a high ceiling implying luxury and an out-of-reach lifestyle
​
​- Exposing the way out from the beginning

- Purple lighting on both hanging sculpture and the Coil Tower establish a link between literal power, electricity, and a power of opulence.


THE MALL

- Hub with a light level of danger

- Two grindable Rails direct the player vertically, offering a first sensation of choice due to their different orientations

- Multiple doors to open and Boosters to collect 
​
- Player can test their stealth and grinding skills 



DOCK #2

Picture

- Can be seen from DOCK #1 

- Slightly obfuscated golden path trains the player to explore

- Maintenance bridge mixes Rail Grinding fun and risk of falling

- If player falls, a respawn point is set for each different section

- Player comes back in a safe area in the Mall Hub​

- When all the Boosters are collected, player can go open the PLAZA 1 door from DOCK #1


THE PLAZA

Picture

- Patrol paths offer a higher level of difficulty
​
​- Player can choose to bypass the zone by using the Rails and the environment

- An upgrade is given to the player at the bridge's entry

- Boosters' texture will change and glow through meshes

- A Booster is placed behind the placeholder text to demonstrate the effect

Picture

THE ASCENT

Picture

- The Coil Tower recaps the player's learning

- Zone A (in Green) is open to be explored

- Exploring for more Boosters rewards player by opening doors bypassing enemy patrols in B (in Yellow) and C (in Orange)

- Rails can be ground all the way up, but player still needs Boosters to activate the Coil Tower at the top

- Once activated, parts of Tower will crumble; here starts the level's ending set piece

Picture

COIL TOWER (THE DESCENT)

- Sound cues for each part strategically falling in the player's path

- Longest rail time in the level

- Exciting while safe for the player


- Remaining Boosters indicate the exit's location

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