Frederick Pruneau
LEVEL DESIGNER

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 Play in a High Fidelity AAA Blockout with dark and oppressing environment.
YEAR
2025
Project Details
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Developed in 2 weeks
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Made in Unreal Engine 5
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Level Design Blockout
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Blueprints scripting
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Level Sequences
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AI Zombies patrolling
PRE-PRODUCTION
Level Requirements

References

Workflow
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.


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.

First Iteration
Final Iteration

Final Design

Level Flow
2 - Exploration
You look around and find that the door of the bookstore is open. You go see in there if there is a way to get over the bus
4 - Reaching the rooftop
Once you are in the stairwell, you see a broken window of an apartment. You keep climbing until you step inside.
6 - Fire Alley - Second puzzle
The alley is on fire and you need to find the water wheel to extinguish the fire and continue.
8 - Acquiring a Weapon
You see a dead officer and his gun laying on the ground. You grab it and you see a zombie approaching.
10 - Inside the Town Hall
You talk to the mayor that briefs you to get the missing bell's cog so you can make it ring and escape.
12 - Boss introduction - Fifth puzzle
With the access card, you open the first door. You see for the first time Nemesis and you escape through the window.
14 - Ring the bell
You place the cog in the bell's mechanism and the bell rings. You hear the helicopter arriving and the mayor runs to get in it.
16 - Escape
You run away from Nemesis and you jump into the helicopter, escaping the city with the mayor.
1 - Define the objective
At the beginning, you are briefed by Andy to go to the Town Hall and rescue the mayor. But the road is blocked and you need to find an alternate path to reach the Town Hall.
3 - First puzzle
When you enter the bookstore, you see there is a door leading to the alley. There, you see a broken ladder but you can't reach it from the ground.
5 - Getting over the bus
On the rooftop of the bookstore, you see a cable linking two buildings where you can use it to glide over the bus and reach the alley.
7 -Police cars crash
When you continue in the alley, you see two police cars crashing. In a hurry, you climb the fence to help the police officers.
9 - Reaching the Town Hall - Third puzzle
You crawl under the fence and go behind the town hall. You shoot the construction crane to get a box to be able to climb in the town hall.
11 - Bell's mechanism - Fourth puzzle
On the second floor, you see the broken bell's mechanism.
13 - Bell's gear
You enter the mechanical room and you see two lickers. You quietly walk around to find the bell's gear and you climb up the ladder, escaping by the vent system.
15 - Climax - Boss Encounter
While you run to reach the helicopter, Nemesis reappears and won't let you go. You try to shoot it but it does nothing.

Level Design Techniques
Affordance
In the exploration phase, I use different affordance techniques to guide the player such as Lights, Leading Lines, Colors and Framing.
Gating Player progression
To slow player's progression, I use Soft Gates. The player needs to make a pause and analyze the surroundings to get through the gate.
On the other hand, Back Gates prevent the player from backtracking and act as an end for the Tension and Release moments.


Attractive Openings
Attractive openings help guide the player to the Golden Path without taking him/her by the hand.
Breadcrumbs
Breadcrumbs help guide the player to the critical path without telling him/her what to do.


Level Sequences
I created different Level Sequences to add like cutscenes, which add a more cinematic ambiance to the level. I also use it as a level design technique with police cars Movements which guides the player to the critical path.
Exploration
One of the pillars of Resident Evil is the exploration. As a reward for exploring the level, we give the player more ammo.

Landmarks
Landmarks offer an objective, a place to reach for the player. It helps the player to explore the environment to find a way to the objective.
The town hall is Revealed as a Macro Landmark and there is different Meso and Micro Landmarks across the level.
Verticality
Throughout the whole Level, I add Verticality to create Micro and Meso Landmarks, also as a Vantage Point. I also use it as a Back Gate.


Puzzle Solving
I made several puzzles in this level to make the player stop and think about the solution. It releases the player's tension. But I set one puzzle to be a Hard Gate (Bell's gear).
VFX
I created VFX to make the level more immersive and realistic. It helps also to share my ideas and my vision about the project.

Conclusion and Thoughts
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.