Ancient Pillars | 2023, Unreal Engine
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Main points : puzzle platforming sequence, flexibility of approach for player (some sandbox aspects)
Game genre : Puzzle / Adventure
Really enjoyed working on the puzzle aspect of level design and quite proud of the final result
Duration : 4 weeks with 11 people
Intentions
Iterations
During the production of this level, there was many iterations of different elements. The level itself has gone through two versions, the second one being almost double the size of the first one.
There were also many changes to the platforms themselves, whether it's their location, size, or even shape. One of the main problem was that some of them allowed the player to skip parts of the sequence. It still is the case now and that's one of the main points that I'd like to change if I were to rework on that project.
The Level Art was done by TORKMANI Alex
The main problem with this level is the fight sequence at the end that I chose to not show because it's not a great aspect, whether it's because of the fight mechanic itself or the fight setup.
The intention with that whole level was mainly to create a puzzle platforming sequence similar to those that can be found in recent Nintendo games, with flexibility for the player to solve it.
This level was made to challenge the player's mastery of the main mechanic that he trained through the whole level. To reinforce this idea, if the player fails, he only gets fall damage in the worst case. The other option is that he can land on lower platforms that he made earlier. It can give him a sense of satisfaction because it emphasizes his success and lessens the unsatisfying feeling of failure.
Post project
If I were to rework on that project, I'd like to do a new level to further twist the whole feature of extruding parts of the environment to create platforms. My main inspiration would probably be many of Zelda TOTK's trials, because they always find ways to give a new use to their features. One example of that would be to, for example, to give the possibility for the player to solve puzzles using this feature, by pushing objects for example. I truly think that this feature could be used in many ways and I'd love to create a new level to further push the possibility and uses of it. 
Designers
Credits
Artists
Producer & UI Designer : BELY Romain
Tech Designer : DUBY Tom
Narrative Designer : CHAMBRIARD Noé
Level Designer / Architect : DI FRANCESCO Kenza
Level Designer : FERRETTI Enzo
3D Character Artist : BOUCHINDHOMME Hugo
Level Artist : BARQUERO Roman
Level Artist : RIVOLTA Debora
Level Artist : TORKMANI Alexandre
Technical Artist : RAYNAUD Léa