
JULIAN ROY
Level & Cinematic Design











Contribution
Position : Technical & Level Designer
Duration : 2 years and 6 months
Game type
Type : Puzzle, Adventure
Players : Solo
Plateform : PC, PS5,
Xbox Series
Engine used : Unity
Company
Microids Studio Paris
Skills
​
Level Design et Technical Level Design
Development and updating of tools
Technical support
Pipeline improvement
Debug
Trailer
Game Description
​
Set off in search of the Great White Birds in a mysterious land full of secrets. Answer the call of exploration as you travel across Amerzone, a forgotten country in Latin America, to fulfill the last wishes of a fallen explorer.




Level Design intent note
I was in charge of creating a level, starting by prototyping it while respecting the strong narrative constraints. The second constraint was to make a Remake of the original game released in 1999, and consequently to respect the identity of the game while bringing a level design in the era of time.
In this Remake, the number of gameplay situations to be completed by the player has been increased compared to the original game, and the player moves fluidy from camera to camera, unlike its predecessor.
​ I then implemented the following in the level :
The position of all the cameras and navigation between them
All the game situations
The scripting required for the game to run smoothly
The hints and objectives
​ Optional game elements such as the journalist's investigations
Sectorization and level streaming to optimize the game
​ I also exchanges ideas with the various trades, such as the audio and graphics team, to bring them the level design constraints of the level, but also the programming team for optimization and debugging.
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Technical Level Design intent note
I took care of the Hydraflot, a vehicle that evolves over the course of the adventure. The Hydraflot is present in all chapters except the final one.
For this, I worked with the Game Designer to define all the elements and their functionality in the Hydraflot. From there, I made a 3D prototype of the Hydraflot to adjust all the gameplay elements with the Game Designer. In addition, I created the vehicle's hierarchy so as to be able to animate all the elements that needed to be animated.





​ Next, a Concept Artist joined us to think about the mechanisms of the whole Hydraflot, taking into account our design and narrative constraints.
​ Finally, a Graphic Artist joined the team to build the Hydraflot from everything that had been done previously.
​ Once the Hydraflot was mature enough, I worked with each Level Designer to integrate it into each of their levels. We had to respect the narrative constraints and level design of each level, while taking into account the constraints of the Hydraflot.
The Hydraflot and all its gameplay, specific to each level, is designed to be optimized through a system of inheritance. I also worked with the programming team to create the vehicle features that couldn't be done by visual scripting alone.

