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:
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Create a semantic contrast on temporality.
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Create an emotional contrast from control to vulnerability.
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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.
Example of contrast by light and saturation
The Level seen from a player.