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STORMBREAKER
3D platformer game - Graduation project (2023/2024)

CONTEXT

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"Embark on an epic journey in a world threatened by a raging storm.
Play as Liv and use your
aerial skills to reach the heart of the storm. Save the world before it is too late!"

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StormBreaker is a 3D platformer game created as my graduation project during my final year at ISART Digital Montreal, developed in collaboration with a talented team !

PROJECT OVERVIEW

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  • ​ 8-month project in total

  • Team of 6 designers, 4 artists & 3 sound designers

  • Softwares

    • ​Unreal Engine 5.3

    • Helix Core Perforce (Versionning)

    • Google Workspace

    • Jira

  • Core Responsabilities :

    • Level Design​

    • Game Design

    • Prototyping

LEVEL DESIGN

LEADING THE DESIGN AND THE DEVELOPMENT OF THE FINAL LEVEL 

  • PRE PRODUCTION ​

    • Generate an idea that forms a strong foundation for the level design of the game and gather references to support that idea.

    • Define the pacing, objectives and level design intentions of each level.

    • Design the first gameplay sequences and 2D layouts for the levels.

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  • DURING THE PRODUCTION​

    • Working with artists and programmers to integrate assets.

    • Define the key areas of my level (aerial course, calm/tension zones) and it's main theme "inside a raging storm".

    • Create level design elements that reinforce the chaotic aspect of the storm (flying rocks, unstable ground, breakable walls, light bolts, etc.).

    • Testing and adjusting the flow, the difficulty and implementing feedback to ensure an engaging under-pressure experience.

    • Integrating narrative elements into the level (cinematics, environmental storytelling).

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  • POLISH

    • Optimizing timings and metrics.

    • Improving readability and subtly guiding the player.

    • Add visual and sound effects to enhance immersion.

    • Prepare delivery and coordinate with the team for final testing.​

Complete walkthrough of the game (storm level starting at 6:50)

GAME DESIGN

  • PRE PRODUCTION ​

    • Define the core design of the game by brainstorming with the team (concept, gameplay loop, ect.).

    • Study existing games with similar mechanics for inspiration.

    • Establish core systems and player abilities (wind gusts, shooting system, 3C, progression, ect.)​.

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  • DURING THE PRODUCTION​

    • Designing the game systems and ensuring that they complement one another with the level design.

    • Drafting and updating a detailed game document to display ideas and keep the team on the same wavelength during production.

    • Balance and tweak the mechanics and systems.​

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  • POLISH

    • Optimizing performance and correcting bugs.

    • Conduct playtests to refine difficulty and pacing, and adjust mechanics based on player feedback.

PROTOTYPING

  • PRE PRODUCTION ​

    • Create a basic sandbox to test the main mechanics (storm winds, gliding physics, 3C).

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  • DURING THE PRODUCTION​

    • Use blueprints to prototype level design elements that reinforce the chaotic aspect of the storm (flying rocks, unstable ground, breakable walls, light bolts, etc.).

    • Use blueprints and chaos system from UE to create scripted sequences with chaotic elements.​

  • POLISH

    • Optimizing scripted sequences and level design elements.

POST MORTEM

Coming soon..

CREDITS

team wind.png

Sound Designers: Julien LECLÈRE, Cindy DUBOIS, Lydia LIU

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