ÉCRAN TROP PETIT

BIENTÔT DISPONIBLE

FR

MIRROR'S EDGE

LEVEL DESIGN

INFO

Date: May 2024
Platform: PC
Engine: Unreal Engine 5
Duration: 2 weeks

DESCRIPTION

The goal of this project was to design a level for Mirror's Edge that seamlessly integrates with the flow and gameplay of the original game. The process began with an in-depth research phase to analyze the core Level Design (LD) bricks used in the base game, as well as the parkour mechanics and rhythm (flow) connected to visual and audio feedback.

The primary intention behind this level was to create a rising sense of pressure on the player, generating a feeling of oppression as they advance. The level begins in the city’s narrow alleyways—an enclosed, oppressive environment where the player is surrounded by armed enemies. This setting disrupts the player’s usual experience: instead of commanding the cityscape from the rooftops, they find themselves grounded, lacking the sense of freedom that height provides.

This design approach allows players to feel the protagonist's vulnerability and connect with her mindset, adding an immersive and emotional layer to the gameplay.

LEVEL DESIGN PRESENTATION

MY MISSIONS

  • Analysis of Mirror's Edge LD bricks and feedback used through gameplay study (videos, speedruns, game testing, level analysis)
  • Level design conception first on paper, then on Illustrator
  • Writing a "One-liner" style intention document
  • Creation of LD metrics in Unreal Engine
  • Blocking in Unreal Engine, continuous testing, creating mechanics in visual scripting (slide, wallrun, etc.), and iterations
  • Final testing of the Level Design

DESIGN DOCUMENT

Here is my intention document in the form of a "One-Liner":

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