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
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Team of 6 designers, 4 artists & 3 sound designers
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Softwares :
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​Unreal Engine 5.3
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Helix Core Perforce (Versionning)
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Google Workspace
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Jira
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Core Responsabilities :
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Level Design​
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Game Design
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Prototyping
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LEVEL DESIGN
LEADING THE DESIGN AND THE DEVELOPMENT OF THE FINAL LEVEL




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PRE PRODUCTION ​
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Generate an idea that forms a strong foundation for the level design of the game and gather references to support that idea.
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Define the pacing, objectives and level design intentions of each level.
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Design the first gameplay sequences and 2D layouts for the levels.
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DURING THE PRODUCTION​
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Working with artists and programmers to integrate assets.
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Define the key areas of my level (aerial course, calm/tension zones) and it's main theme "inside a raging storm".
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Create level design elements that reinforce the chaotic aspect of the storm (flying rocks, unstable ground, breakable walls, light bolts, etc.).
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Testing and adjusting the flow, the difficulty and implementing feedback to ensure an engaging under-pressure experience.
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Integrating narrative elements into the level (cinematics, environmental storytelling).
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POLISH
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Optimizing timings and metrics.
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Improving readability and subtly guiding the player.
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Add visual and sound effects to enhance immersion.
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Prepare delivery and coordinate with the team for final testing.​
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Complete walkthrough of the game (storm level starting at 6:50)
GAME DESIGN

GDD / References



GDD / References
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PRE PRODUCTION ​
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Define the core design of the game by brainstorming with the team (concept, gameplay loop, ect.).
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Study existing games with similar mechanics for inspiration.
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Establish core systems and player abilities (wind gusts, shooting system, 3C, progression, ect.)​.
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DURING THE PRODUCTION​
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Designing the game systems and ensuring that they complement one another with the level design.
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Drafting and updating a detailed game document to display ideas and keep the team on the same wavelength during production.
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Balance and tweak the mechanics and systems.​
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POLISH
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Optimizing performance and correcting bugs.
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Conduct playtests to refine difficulty and pacing, and adjust mechanics based on player feedback.
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PROTOTYPING




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PRE PRODUCTION ​
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Create a basic sandbox to test the main mechanics (storm winds, gliding physics, 3C).
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DURING THE PRODUCTION​
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Use blueprints to prototype level design elements that reinforce the chaotic aspect of the storm (flying rocks, unstable ground, breakable walls, light bolts, etc.).
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Use blueprints and chaos system from UE to create scripted sequences with chaotic elements.​
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POLISH
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Optimizing scripted sequences and level design elements.
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POST MORTEM
Coming soon..