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AAA Third Person Horror

ROLE

Level Designer

Introduction

My inspiration for this level comes from one of my beloved franchise: Resident Evil. My starting point was to create a location that was not part of the Resident Evil 3 Remake, the Clocktower.

My goal was to focus on key features of the franchise: Exploration, puzzle solving, stealth and gun shooting in a High Fidelity AAA Blockout with dark and oppressing environment.

YEAR

2025

Project Details

  • Developed in 2 weeks

  • Made in Unreal Engine 5

  • Level Design Blockout​

  • Blueprints scripting

  • Level Sequences

  • AI Zombies patrolling

PRE-PRODUCTION

Level Requirements

Before opening game engine, I always plan what will happen in the level and if needed, I will include storytelling events like dialogues, cinematics and assets description. It helps me visualize the whole level and connect ideas together.

To ensure that the level has a great Intensity Curve, I list all the Gameplay Mechanics to include and map them accordingly. I also like to include musics and sound effects matching the atmosphere and the vibe of the level I am about to create.

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References

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Progression

Paper Design

I do a first Paper Draw Design to setup the Golden Path that the player will get, adding obstacles and buildings based on the gameplay mechanics listed in my requirements.

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Blockout Process and Iterations

At this point, I open up the Game Engine and start my Blockout. During the whole process, I will try to improve my design by Playtesting multiple times and fix issues I might find.

Final Design

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Level Flow

Exploration

After you entered the Bookstore, you go in the alley by the Attractive Opening. There, you face your first puzzle which serves as a Soft Gate to climb the broken ladder which adds Verticality to the level.

Acquiring a Weapon

When you finally reach the main street, the Leading Lines of the tires' traces lead you to your first weapon, a pistol. Your will also face your first Encounter so you will be introduced to the combat system.

Boss introduction

Once you access the kitchen, you see an Attractive Opening with Yellow tape pending and Flashing light on the other room. While you try to complete the Soft Gate, the boss is introduced in a Level Sequence and is chasing you, adding a lot of tension to complete the puzzle. When you reach the other room, it acts as a Back Gate and completes the Tension and Release moment.

Intensity Climax

You finally repair the Town Hall's bell and the helicopter has arrived. You reach the rooftop and while you on the way to the helicopter, the boss appears to challenge you for the final combat, leading the Intensity to a Climax.

Define a Landmark

In the first few seconds, you are briefed for your next objective. To be sure that the objective is clear, the camera is focused and zoomed to Reveal the Town Hall.

Getting over the bus

Once you have reached the top of the Bookstore building, you use the zipline to get over the bus. The zipline travel reminds you of your objective by seeing the Town Hall once again. This acts as a Denial and Reward moment.

Inside the Town Hall

Once you have reached the top of the Bookstore building, you use the zipline to get over the bus. The zipline travel reminds you of your objective by seeing the Town Hall once again. This acts as a Denial and Reward moment.

Stealth

After obtaining the key card, you enter the mecanical room with two lickers. Lickers are sensible to noise so you have to be quiet. In the Affordance design, you see green pipes showing you where you need to go. There is a yellow cable on the floor showing you the path to follow to obtain the last bell's mecanism gear.

Exit the Town Hall

As a tough-to-kill boss, you are not able to get rid it, so you run away to reach the helicopter and escape from the city.

Conclusion and Thoughs

Full Playthrough

It was my most intense but most valuable project I had done. It was done in only two weeks and I pushed my Level Designer skills to create the best experience to pay tribute to Resident Evil.

I had some challenges with the ALS system to get a one-take playthrough but it was minor issues. With more time on this project, I would set a bigger city with more buildings to explore and add more encounters to fight. I would also add better and more complex puzzles so the game would challenge the player's reflexes and mind.

It was pure fun to spend all these hours on this project. I am really proud of the result and it gives more level ideas to do in future projects.

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