As a level designer, I set up an efficient workflow geared towards providing the player with a fun experience, maximizing the gameplay features usefulness, usability and, last but not least, build a all the necessary landmarks for the level to have a distinct personality.
I can tackle all the design steps, from setting up the initial game flow, to sketching a level prototype using MS Visio or Google Sketchup (or the game tech itself) and actually building the map on various technologies.
CRUSADERS
Warcraft 3 – Level builder
In Crusaders, 2 teams of 3 players try to reach the top of the Fortress of Montségur while surviving a series of deadly traps that require cooperation to be traversed. Each game is different as the starting position of each team, as well as the traps layout, changes with each game and following the game balance (an automatic balacing system is carried out through a system of scripted doors, to prevent too much distance between the two teams).
On this Warcraft 3 mod, I held a purely technical function. Following a predetermined design document, I built the basic level layout to allow the scripters to implement the traps. I then built the fortress and all the eye candy to achieve the cool looks.
The result was an impressive map that managed to really convey that sense of awesomeness we were aiming for.
UNREAL TOURNAMENT CTF
As an exercise in a two day UnrealED 4 mapping course, the class was tasked to design several CTF (Capture The Flag game mode) maps. The goal of the exercise was to set up a design process involving a 2D paper layout and a 3D protoyping using Google Sketchup. Finally, each map was to be detailed on a corresponding Level Design Document. Building the final level was unfortunately impossible, due to the course time constraints, although I managed to get some basic training on UnrealED4 new features.
XXX Xtreme Dangerous Mountain Alpinism Alpha 2000
Role on the project: lead game designer, level designer
XXX xtreme Dangerous Mountain Alpinism Alpha 2000 (all right ^^) is a 10 level 2D platformer.
A week long team project, its goal was to design a complete original showcasing an effective difficulty curve, both adapted to new-comers while presenting enough gameplay elements to grant a second playthrough.
As lead game designers, my main task was to write and update the game design document (GDD) for the team to look up to. I was also in charge of defining behaviours templates and technical details like jumping distance variables and such.
I was also tasked with building two levels: the introductory one and level 6 (on the left), in which the player gets a grappling hook.
The levels itself were designed on MS Visio, using standardised gameplay elements.
Commedia Dell’Armée
Cry Engine 1 – storyboard/camera positioning/editing (arrival on beach part), camera and animation scripter
In this musical machninima movie, the world of a wounded anonymous medic becomes a world of music and joy, where war and death make place to songs and dances.
PhysixGun new gameplay
Sketchup prototyping - level designer
Designed some levels based on a new gameplay for a modified Half Life 2 physic gun. The goal is to catch three yellow boxes in order to proceed to the next level. My group was tasked to develop gameplay situations based on this mechanic.







