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Pictures
Amerzone_Banniere_2.jpg
Summary
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 
Game Description
Company 
 
           Microids Studio Paris
Skills 
​
          Level Design et Technical Level Design
          Development and updating of tools
          Technical support
          Pipeline improvement
          Debug
Trailer
Level Design intent note
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.
Technical Level Design intent note
CS_Marketing_Amerzone_CHAP04 (36).png
CS_Marketing_Amerzone_CHAP01 (179).png
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.
Hydra_Arriere.png
​           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.
Hydraflot_grappin.png
Hydra_Cockpit.png
​           In the Hydraflot, there's also an on-board computer, the logic of which I integrated by scripting in accordance with the Game Designer's and Game Director's requests. To be able to do this, I worked with a programmer to create a tool to implement this.
​           At the same time, I worked on tools and working methods, with documentation, for Level Designers on macro subjects such as :
                      Hints and objectives
                      Sectorization and level streaming
                      Investigative elements
                      Level design production tools

​                      Visual scripting "boxes"
                      Saving system

           I also provided technical support to other Level Designers on some of the game's most complex puzzles.
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