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Unreal tournament: Deathmatch

2020: Level blockout

Solo FPS map.

Exploration and action.

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Work on salience and contrasts in Level Design.

Production of 4 days as part of the Master of Rubika.

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Objective :

Carry out a level blockout whose visual and semantic contrasts effectively punctuate the course of the level so as to play with the player's emotions.

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Pitch:

The player plays a soldier in a military base where order reigns. This base is the last bastion of humanity in a world that has become hostile to humans. While this soldier is tasked with executing dissidents, he decides to turn against the established order and flee the base. He then faces a gigantic natural world where Man has become a stranger.

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Design intentions:

  • Create a semantic contrast on temporality.

  • Create an emotional contrast from control to vulnerability.

  • Guide the player and lose him by a game of spatial contrasts and visual salience (by light).

Document of Intent on the achievement of the level is of the different contrasts.

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Example of contrast by light and saturation

The Level seen from a player.

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