LOCAL/
ENTER
Introduction:
Level Design Analysis
Level Molecular
References & Inspirations
Layouts
WORKFLOW
This is my personal third-year project, where I chose to create a custom level for Space Marine 2, a third-person beat 'em up.
My level features a team of Space Marines tasked with escorting an armored convoy carrying the planetary governor of Kadaku to an Imperial Administration building.
To repel the countless Tyranids infesting the Imperial complex, the Marine team must activate psychic inhibitors to disrupt Tyranid signals.
The level I designed takes place at the site of the second inhibitor's activation, near the Imperial Administration building.
The player must retrieve the inhibitor, which was being transported on a Valkyrie but crashed into an Imperial fortification.
The artful design of Space Marine 2 intentionally underscores the player's valorous power within a somber, stifling world.
Every setting varies between expansive spaces, designed for colossal conflicts with swarms of Tyranids, and more constricted areas, escalating tension in close-range encounters.
The landscapes offer a tasteful degree of verticality, promoting agile movements and intelligent command of the battleground, while augmenting the feeling of supremacy intrinsic to the Space Marines.
A variety of missions (defensive, attendant, disruption) maintain the player's involvement, as the grandiose landscapes and the severe, cathedral-like industrial setting sinks them into the boundless bleakness of the Warhammer 40,000 cosmos.



Blockout Evolution
Walktrought
Debrief
I encountered numerous technical challenges during this project, but they allowed me to learn how to optimize assets and code in a simpler and more efficient way.
For the assets, I created some using ProBuilder, while others were extracted directly from the game using an export tool called Index.
I reviewed each asset and removed unnecessary parts to reduce the triangle count, ensuring they would perform well in the engine.
I also created a basic AI that can roam around but does not attack the player. Unfortunately, I ran into navigation issues and regret that I couldn’t fully implement it in the level








This map is only a part of the level; I designed it to make the player feel the overwhelming power of the Tyranid invasion through the assault on a key stronghold of the Imperium.
The player must traverse a heavily infested hangar and landing platforms.
To clear the area, they can make use of explosive barrels and various chokepoints.
The mission's objective is to reach the fortress gate of the military-industrial complex and activate the inhibitor
HANGAR (FLOOR)
The player appears from a corridor upstairs, an ammunition crate is located in the same place to facilitate progress in the level.
Tyranids as well as Drop Pods of the latter are present in the area showing the damage of the invasion against the resistance of the Imperial troops.
HANGAR (GROUND)
After taking the ramp, the player finds himself in the repair hangar of the Imperial aircraft, multiple enemy presences.
A lot of enemies are pouring in from the floor as well as holes near the supply crates by the time the player gets close to the hangar door, which reinforces the fact that there is a Tyranid invasion.
SKYSHIELD PLATFORM
The landing platforms are taken by storm, many tyranids with an elite potential at the bottom of the platform near the elevator.
Big combat sequence with enemies from a distance located high up to make the player understand who to focus on as well as waves of weak enemies coming out of platforms located below.
The platform is dotted with tyranid drop pods and broken Imperial aircraft to emphasize the brutality of the invasion.
SKYSHIELD PLATFORM
The elevator is the moment of pause in the level to be able to reduce the player's stress, if we don't alternate between dynamic phase and calm phase, otherwise it frustrates the player.
The corridor is a small buffer zone still there to show the extent of the assault, the crushed Valkyrie acts as a blocker to prevent the player from progressing while letting them see their objective.
ARTILLERY PLATFORM
The player arrives in a rather cramped area favoring close combat between cannons as well as a tyranid drop pod.
The objective is located just after the platform at the end of the corridor that was destroyed during the invasion.
Vista on the place of the imperial statue, activation of the mechanic device and small cinematic on the Tyranids being knocked out




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