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Falaise de Roc


Creation of a dungeon in Zelda : Link's Awakening, from the pitch to the Look & Feel, the pacing, the difficulty curve and the dungeon walkthrough.

 

LEVEL DESIGN DOCUMENT (PDF)

Mutators levels


Level Design work on a game concept for iOS.

The user plays a ball, that begins at the center in the left. He can move it on one of the eight directions (horizontally, vertically, diagonally) and place mutators that change the direction according to the angles (always at 45°) which he wants.

The goal is to reach the exit by using the number of mutators imposed at the beginning of each level, and secondarily to obtain the three bonus stars in order to complete at 100% the levels.

Other gameplay elements are further added to the game experience as the player goes along.

Knytt Stories


Level Design work on a Knytt Stories map and its various patterns, via the level editor of the game.

 

Analysis in advance of the obstacles, the pace of play and the difficulty curve.

 

DOWNLOAD THE ENTIRE GAME WITH MY MAP

 

DOCUMENT OF PRESENTATION OF THE MAP (PDF)

Level Design

Part of the work created during my Game Design course between 2012 and 2014.
Ikea maps


Level Design work on a stealth game in interior, made with Sketchup.

The player embodies a man who fell asleep on a bed inside an Ikea store. His goal is to find the exit without being detected by the Ikea sales clerks.

The player's starting point is the bedroom section, which is in the middle of the store. The main goal is to find the exit door of this labyrinthic store.

 

LEVEL DESIGN DOCUMENT (PDF)

Analysis


Level Design Analysis of maps of various games, such as De-Dust2  in Counter Strike and The Eastern Palace  in Zelda : A Link to the Past.

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