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Necromunda_Hired_Gun_Banniere_2.jpg
Summary
Game type
 
           Type : Fast FPS
           Players : Solo
           Plateform : PC, PS4, PS5,
                                     Xbox One, Xbox Series

           Engine used : Unreal Engine 4
Contribution 
 
           Position : Level Designer & Level Artist
           Duration : 9 months
Game Description
Company
 
           Streum On Studio
Skills 
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          Level prototype creation
          Scripting
          Level build
          Light, FX, sound intregration
          Cinematics implementation
          Debug
 
 

collection of guns, grenades, blades and other deadly gadgets. Enhance your abilities with implants of all kinds: run on walls, cross dizzying chasms with your grapping hook... and rely on your trusty cybernetic companion to track down your prey!

Game Description 
 

           Become the Hired Gun - a ruthless bounty hunter, and plunge into the depths of Necromunda, a ruthless world ruled by crime and corruption. The job pays well, your guns have proves their worth, and your cyber-dog will follow you to the end of hell. Embark on a violent and fast-paced indie FPS in the heart of one of the most gruesome worlds of Warhammer 40,000.

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           For the right price, hunt down dreaded gang leaders, mutants and heretics with your extensive

Trailer
Level Design intent note
Level Art intent note
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Level Design intent note
 

           I was in charge of the realization of several levels by starting to make the prototypes then to make the scripting of the levels like for example the objectives, the waves of enemies, the various conditions. 

           Then I set up several small events to add unique moments to each level.

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           I had to take into account the evolution of the game mechanics to adapt my level design accordingly.

           Once the level design, scripting and level build were done, I took care of the bugs and optimization.

Level Artist intent note
 
           My mission was to make the level build in a Warhammer 40,000 style on the planet Necromunda, that is to say a lot of machinery with gigantic dimensions.
          I also took care of the sound and light ambiance.
          As for the sound, I only made the mixes, in the engine, of the different sounds at my disposal to obtain what I needed for each level. 
          For the lighting, the constraint was to have a different atmosphere with the previous and next level. 
          Finally, I did the integration of the FXs made by another member of the team.
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