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LEVEL DESIGN

I've done several level designs, either for projects or assignements at Isart. It's a discipline in which I'm beginning to have a little experience, even if I still have a lot to learn.

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3D Puzzle design – Omeyocan

We chose to focus solely on the mechanics of the portals for our experience. The game is scheduled to last around five minutes, and we preferred to use this time to focus our attention on portals that work at their best. For this reason, the whole team contributed to the level design by making suggestions. As we only had one LD object, preparing puzzles for our game proved to be very challenging, especially given the surreal nature of the proposal, which required us to think puzzles in several dimensions.

For my part, most of the levels I made were kept in the game, namely the tutorial rooms from 0:35 to 2:35 and the final room from 4:15. The rooms in between were made by fellow students, as were the introduction and conclusion scenes. For the tutorials, I followed the puzzle design based on twist levels to help understand all the interactions. For the later levels, I concentrated on placing decoys for the player and highlighting visually impressive spaces in the manner of Escher's stairs. As we only had the portals, it was crucial to find richness in the levels elsewhere than simply in their resolution.

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2D Level design – Virtual Breach

I designed three levels for the game so that the scope would fit with the time I had. These three levels are more like tutorials, as you unlock the endless mode once you've completed them, which fits better with the arcade aspect of the game. Each level features one of three enemy types in patterns drawn and randomized according to progression and level. What's more, each pattern can be randomly rotated to suit the game's format, giving the player the impression of seeing unique shapes each time, rather than predefined patterns.

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3D Level design – Sand Rush

I was in charge of the game's entire level design, which I had to do in a limited amount of time due to delays in the game's production. I concentrated on a linear level design to better control the experience, but I took advantage of our character's speed that goes hand in hand with large areas, to multiply the paths and leave the player the pleasure of choice and exploration.
 

Once the level was finished, I wrote a brief document for my colleague in charge of dressing the level, to make him understand my intentions. You can find the document here, in French:

Document in French

3D Level design assignment – Tiny World

2D Level design assignment – Sonic 3

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Kieran Mougel - Game Design Portfolio
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