A PLAGUE TALE – LEVEL DESIGN CONCEPT

This level was made for my level design classes during my Master degree in Game Design at I.I.M., Paris, France, under the supervision of Laura Mas Maury, level designer on A Plague Tale.

The order was to built in Unreal Engine 5 a level that could fit in A Plague Tale : Innocence in 1 week. I had several constraint : the level must take place in an abbey and its surroundings, and the story mission brief had guidelines I had to follow as well. For example, the level had to start with a stealth phase and end with an escape phase towards the forest.

LEVEL

Here is the result. Plans, user story and design intentions are detailled below videos:

The level I built and a proposition of mission that could fit it.

A general tour of the level building.

PLANS

The general idea of the level is to offer a circulatory environment where players really feel like they are infiltrating a community removed from the world. It was important to start them a little far from everything to force them to walk, then to pass through the restricted areas that are the common areas of the abbey to feel that they are breaking in and that their presence is an intrusion .

General plan of the level

Once in the abbey, players will arrive in the courtyard. This more open space will reinforce the feeling of exploration and danger when they have to find a way to distract the monks and later flee the building after stealing the relic.

Close up and detailled view of the abbey itself

Legend of previous plans

USER STORY

The user story is a document of intentions of what we want to tell in the level and a list of all the places the player will pass and what he will do there.

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