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Shroud Of Tenebris

Shroud Of Tenebris

Lead Narrative Level Designer
Game Design

Gameplay

Design

This project was created with the help of 5 others students as part of our final assignment within 15 weeks.  The Game is an action metroidvania type with multiple puzzles, throughout the level. 

My contribution to this project is the narrative design, puzzle design and the level design of three parts of the castle, which includes the courtyard and two pavilion. 

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Layout

Our idea was two have a main hall that would connect every part of our castle/school and would act as a hub. Starting from this point, we created 5 different main areas, with different challenges, puzzles and else. Within those areas, I made a golden path for the player to follow, to be able to have access to new abilities, and to keep the narrative going. Afterward side paths were added to give more complexity and more replayability value.

Gameplay

Puzzles are a big part of our design. The other level designer and myself created over 40 different puzzles using all abilities acquired during the playtime. Which most of them were scripted and implemented into the build. 

Encounters has been thought out to bring a challenge to the player without being overly difficult and frustrating. Some enemies were hidden behind closed doors, others rushes toward you after picking up a certain artifacts. 

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Difficulties

The first project I encountered with this project, was the implementation of modular kits, something I never worked with before. Room sizes weren't fitting properly, some walls were colliding with others. 

During playtest sessions, some design flaws were encountered which helped us improve our overall level design and game design to a point where players would enjoy their time with the game, wouldn't get lost or wouldn't find the game too difficult or frustrating.

Divinity

Level Designer/Narrative Designer/Script writer

Divinity OS2

Gameplay

Summary

This project was first created as part of Dungeon and Dragon campaign that I ran with a few of friends. When I was told that I would be working on an engine of my choice, I decided to go with the Divinity Engine, a game I enjoyed quite a lot and since RPGs are my favorite genre of games, I thought this would be a perfect opportunity for me to explore and experiment in different avenues.

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Layout

This level was always meant to be a mansion and its exterior, which included a large front courtyard which looks like a graveyard. The interior includes the hall, and two main fighting rooms, a few other rooms are scattered throughout to make the mansion feel more complete. The boss room is located in the tower of the mansion, which is a fairly small octagonal room where some experiments are conducted

Gameplay

This level is created with two different aspects. the first one taking place outside. The player must find a way to enter the walls of the courtyard, there is 3 different ways to enter, one being to talk your way in and another one finding the secret passage located in a corner of the map. When you get inside, you are greeted by the butler who tells you that you need to complete two challenges, two fights, to be able to reach the experiment room in which the boss is located

Difficulties

Sooo many problems. First, I spent a lot of time learning the engine the scripting tool and the dialogue system, even after many hours of watching and reading tutorials I still came across many problems like creating rooms and scripted events not happening properly. in my dnd game I had some puzzles implemented, and I thought I could possibly put at least one in my level, but that was scraped really fast.

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Even though I came across many problems, I enjoyed working on this project very much, and i am quite happy with the result.

Destiny

Level Designer

Destiny

Gameplay

Summary

This assignment was to create a level that could be used in the game destiny. All levels made by the students needed to be on the same planet, with a narrative that could be somewhat followed throughout each levels.

I did not play Destiny, but I did play a lot of Halo in my youth. With that said, my idea was to make a laboratory in which the player must find a way to enter through the sewers and makes it way to the planetarium to download information on the planet's depth.

Layout

This is by far my most ambitious level in term of layout. Three different floors, the sewers, the first floor including a prison section, a geology center and a botanic research center.

The third floor being the experimentation rooms and the planetarium. This level includes many different nooks and crannies that will make the player go through most of the level, and with some hidden secrets scattered throughout.

Layout

This Action-RPG level was made keeping in mind that it would be a level that could be used in the Destiny Franchise. This created a good opportunity to work with the pacing of a level, creating encounters etc. The gameplay starts really slow in the sewers, with a dark tone, spooky sounds, a few enemies but fairly easy. The first floor is a little more intense, the player must get through the prison facing multiple foes, afterward two switches needs to be activated in order to reach the third floor, two rooms filled with enemies awaits the player. The third floor starts with a small fight in the lab, but the player can tell that something went wrong by looking at the composition of the room, flipped chairs, blood everywhere etc. It ends with a wave of enemies trying stop you from downloading the data in the Planetarium.

Difficulties

One of the main issue I encountered was setting up the AI, we got the AI only one week before the project was due, and let's face it, the AI we bought was not the greatest, at least with what's given straight out of the "box" So I had to spend a good 10 hours to get to a decent point. Other difficulty I encountered were performance issues (Not Irl ;) ) the map was too big that I had to transfer everything into Static meshes. It was a nice endeavor after all. 

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