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JULIAN ROY
Level & Cinematic Design
Summary




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Game type
Type : TPS Action
Players : Cooperation ( 2 players )
Plateform : PC
Engine used : Unreal Engine 4
Contribution
Position : Lead Level & Game Designer
Duration : 8 months
Game story
Skills
Creation of the Game Design Document
Realization of the RGD
Creation of the Signs & Feedbacks
Setting up the game cameras
Balancing of the mechanics and enemies
Creation of the LD Patterns
Creation of the prototypes
Level Design and Scripting of a level 2
Help in the realization of the RLD and levels 1 and 4​
Team : 49
5 Level & Game Designers
18 Environment Artists
7 Animators
9 Programmers
8 Sound Designers
2 Actors
Game story
Fusion is a cooperative third person shooter. The story unfolds in an undetermined future, men have destroyed almost the entire forest. Realizing their mistakes, they decide to build an intelligent entity half vegetable, half mechanical with the mission of regenerating the forest. And their creation is such a succes that it will eventually turn against them, realizing that the main actor in the destruction of the forest are none other than its creators.
The players embody sentinels, beings created by this regenerative entity, and will have for mission to save the forest through the various missions proposed by the game.
Trailer
My role as Lead Game & Level Designer
Cinematic in game
My role as Lead Game & Level Designer
As a Lead Game & Level Designer, I used JIRA to keep me informed about the work of all Designers.
I organized meetings to determine game mechanics or remove elements that were not in focus.
I also organized meetings with other trades to keep abreast of progress.
If a colleague was in difficulty at his level, I would come to help him find solutions or ideas.
I was a decision-maker on the game & level design orientations.
Game Design intent note




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Level Design intent note

Game Design intent note
I participated in the research of the features necessary for our game, the creation of the Game Design Document and the Signs & Feedbacks table.
Part of my work focused on the 3Cs ( Camera / Controls / Character ). That is to say that I set up the moves as well as each camera behavior related to this move for the characters..
I also realized the behavior of the drone in our game.




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Level 1




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Level 2
Level Design intent note
As Level Designer, I was in charge of player's 2nd level, this is an "easy" difficulty level, so I balanced the level accordingly compared to the next level.
Moreover, in this level I wanted the players to see the evolution of the forest with the implatation of humans. For this, I have implemented observation points that allow us to see a huge area.
In terms of enemy and topology, the more the players advances, the more the enemies seemed to have important defenses.
If the player favors exploration, he will be rewarded by finding bonuses increasing his maximum rocket launcher ammunition capacity.
Finally, all my game situations have been made in such a way that the players are always at the heart of the fight.
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I helped with the world design of level 1 and situations in level 4.
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I participated in the realization of the LD Patterns and the RLD.



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