top of page

JULIAN ROY
Level & Cinematic Design
Summary




1/10










Game type
Type : VR horror puzzles
Players : Solo
Plateform : HTC Vive
Engine used : Unreal Engine 4
Contribution
Position : Level & Game Designer
Duration : 4 months
Game story
Team : 21
3 Level & Game Designers
6 Environment artists
2 Animators
5 Programmers
5 Sound Designers
Skills
Creation of the Game Design Document
Creation of the Game system
Enemies design and balancing
Realization of the RGD of the puzzles
Creation of the Signs & Feedbacks
Creation of the LD Patterns
Hospital and showers level design & scripting
Modeling LD modularity
Trailer
Game Design intent note
Game story
BreakOut is a game of horror and puzzles in virtual reality in which you embody a man who wakes up in a cell of Alcatraz prison where he is locked. The player must escape from the prison, but he must pass discreetly because he is not alone, prowlers have invaded the prison. In a addition, the player will have to overcome more and more supernatural.
Level Design intent note

Game Design intent note
As Game Designer, I participated in the writing of the technical documents and also in the creation of the mechanics. I applied the RGD methods of puzzles to know what defines the difficulty of an enigma.
I designed and balanced the enemies so that they would be scary and blind. Enemies can only detect the player through noise. So we needed riddles that were related to noise or that generated noise.
Level Design intent note
As Level Designer, I was in charge of the hospital area and the showers respectively the 2nd and 4th level, this is the very easy and difficult levels, so I balanced the levels so that they had the right difficulty compared to the other levels. VR constraints forced some topology changes, such as room sizes, door widths, ceiling heights otherwise the feeling at play was unpleasant .
​
In the hospital area; I wanted to set up a huge escape game while having prowlers on his way.
As for the showers area, I opted for a "cat and mouse" game puzzle. That is, the player must activate mechanisms that generate noise, which attracts the prowler. Moreover, if the player does not pay attention to his environment,he risks walking in a puddle of water.
bottom of page