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Summary
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 .
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           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.
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