The
origin of this level design blockout is an
exercise we did at the start of our first year at
Game Sup during a lesson from
Marc Bidoul. I played the game the summer just before the start of the year so I had quite the
fresh idea of what I wanted to do and what
tools I had. This led to the
version you're seeing on the right. When I took that first work as
base, many things changed during the creation of the
new version of the
layouts and the
blockout in the engine such as the
enemies used and other
mechanics available in this
fight sequence. And due to the
constraints that were set up in the
template I used, I had to change the
metrics quite a few times : the
ceiling height changed from
8 to 5 meters because it felt too wide when
playtesting and for an
easier setup and workflow, the metrics of the walls also changed. All these changes led to the
version you can see on this section.