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Introduction:

Level Design Analysis

Level Molecular

References & Inspirations

Layout & Iterations

WORKFLOW

Informations:

This project was carried out in the 3rd year at Game Sup in a small group of people with different specializations.


The goal of the exercise was to create a complete level for a potential DLC of Jedi Fallen Order, incorporating the 3C, and including an exotic feature.


A deconstruction of the layout of Jedi Fallen Order was necessary for me to derive inspiration and grasp the

structure of the levels.

My analysis deduced that the game merges linear pathways, frequently in the form of corridors, with expansive sections filled with platforming or adversaries.
Intriguingly, the designers incorporated hidden sections, unlockable alternative routes, and scattered collectibles, thus prompting player exploration.

Not merely purposed for action-packed gameplay, the design is also geared towards enhancing engagement with the story.

An immersive narrative is enmeshed into every region, achieved through explicit storytelling devices like environment, dialogue, or plot events.

The backdrop plays a key role in intensifying the game's atmosphere and mood.

For this venture, I was tasked with developing the latter half of the stage situated in the vicinity of the ancient temple's entryway.
Multiple iterations arose from this endeavor due to the stage's brevity relative to a typical level. Moreover, the rooms had a hallway-like ambiance, necessitating their redesign.

I also had to include more turrets and elements that force the player to use the exotic feature, as mind control wasn't present enough throughout the level.

This exercise provided immense pleasure.
Multiple map remakes and numerous playtests were essential for bettering the map, making it user-friendly and logically constructed.
Regrettably, there are aspects I wish I’d handled differently. More attention could have been assigned to level art, while the underutilization of the control feature remains a significant missed opportunity.

Genre: Action-Adventure


Team: 2 Level Designer, 1 Sytem Designer, 1 Tech Designer, 1 Producer

Exercise Duration: 3 Months on free time and with 4 days allocated to the exercise


Engine: Unreal Engine 5


Walktrought

Star Wars
Jedi Fallen Order
Custom DLC

Star Wars
Jedi Fallen Order
Custom DLC

Debrief

BACK TO TOP

RIFT


Cross the chasm using some parkour to reach the next part of the temple.

BROKEN CHAMBER


The player must eliminate the stormtrooper scout by either mind-controlling them or taking them down physically to gain access to climb.

Next, they need to find a vantage point to control the trooper operating the turret in the hallway and deactivate it.

There’s also an opportunity to do some platforming to collect loot and return to the room using a zipline.

INTERSECTION


The player enters this room and notices a closed door as well as a glowing breach in the wall.

They look for a way to reach it and spot a massive stone block that could be pushed to access the illuminated ledge.

Alternatively, they can choose to save their progress at the meditation point to the left of the opening.

RUINS HALLWAYS PART ONE


As soon as the player enters the area, they spot troopers loading wagons with Jedi artifacts and engage them in combat.


Afterward, the player must perform some parkour in the room to reach another door that appears to be locked.


They then notice a grapple point to swing onto a ledge.

RUINS HALLWAYS PART TWO


Other enemies are unloading military equipment and analyzing the area.

This zone is heavily populated with enemies, but the player can choose to take control of a stormtrooper positioned on high ground to turn the tide against his allies and create chaos.
This gives Cal an advantage by reducing their numbers.

The player must then deactivate a turret by controlling another trooper and interact with a crate to collect loot.

RUINS HALLWAYS PART THREE


A bit more parkour follows, with walls to climb and wall-running sections.

An enemy awaits Cal at the top of the platforms, but it’s a relatively simple fight.

Afterward, the player can move the stone block to reach the ledge in the intersection and take a break at the meditation zone.

ARCHIVES


The player enters the archive room, where a powerful Jedi sentinel awaits.

This is a challenging miniboss fight, as the sentinel deals significant damage, but the player can use the environment to shield themselves from its most devastating attacks.

Once the boss is defeated, it destroys a section of the wall, opening the path to the next part of the level.

GORGE


The player arrives at a chasm with a light platforming and climbing section.


They spot the meditation point at the intersection, as well as a new meditation point located in a room with a massive crystal.

PARKOUR CHAMBER


An immense room with a view of the Imperial ship, featuring a bit of a challenge as an elite enemy tries to activate a turret.


A side room is also present, possibly containing an item to be collected.

TEMPLE ENTRANCE


The entrance to the temple is well-guarded by security droids, checking everything that exits the temple, whether it’s a wagon or a stormtrooper.

The player must eliminate the guard to retrieve a key, which will unlock the door leading into the ruined hallways.

Afterward, they need to take control of a guard to have him push the wagon after getting inside, or they can choose to face the two droids, which leads to a challenging fight.

BRIDGE AND FINAL BOSS


The player arrives in what appears to be the final area, with a meditation point and numerous relatively simple enemies on the bridge.


After a fight, the player reaches the shuttle, where a strange force seems to pull them in.
Following a cutscene, the final boss is revealed, and a confrontation ensues, with the outcome uncertain.

Blockout Evolution

TURRET HALLWAY


The player cannot proceed through the hallway due to a turret set up by Imperial forces invading the Jedi temple.


They must find a way to deal with the turret by accessing the room directly to the side.

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