Alexis Roy

Circus Cultus

Level design for a narrative FPS

CONTEXT

This is a project created during a level design class. We started as a team to define the mechanics, tone and universe of our game. For that part, we had to make an L0, which is a document including information and drawings of our level, and present it to the class.


Then, we had to make an L1, which is a rough blocking of our level. For this part, we had to work separately on one or two parts of the level. Even if this side of the project was done alone, we were invited to share some of our work and communicate so we wouldn’t have to do something twice.

GAME DESIGN

Our goal was to create an FPS that would combine the action sequences of Bioshock with sneaking sequences like in Alien: Isolation. Our game takes place in a circus with a marquee, some kiosks and two sections with rides.

FLOW CHART

After we defined the foundation of our game, we made a flow chart with all the narative elements from the main story of our level. Some of these points change after the presentation following the feedback of our teacher.

2D SKETCHES

On the left is the sketch for the marquee and on the right is the sketch for the adult rides. First, the marquee is composed of two zones, the big open stage and the tight corridor of the backstage. The stage first serves as an important narrative sequence to later transform into an arena. The backstage is a first look at a sneaking sequence. The player can either make his way by hiding behind some covers, by finding more objects along the way, or by using the catwalk as a safe route. Then, we have the adult rides which serve as a battle arena against an enemy boss named the Game Master. In this zone, the player can explore the environment to find objects, but he needs to defeat the Game Master to go to the next zone. In the complete version of the game, the Game Master would hide himself during the battle and try to scare the player.

PRESENTATION DOCUMENT (L0)

(In French only)

CHANGES AFTER THE PRESENTATION

Our teacher thought the post-launch content was really good and should be included in the main quest. We decided to make the change and connected the zones in our main quest. The rest of the feedback was taken into account during the production of the level.

PROGRAMMING AND BLOCKING

I made some turrets enemies in a very simple way. I also made some changes to the character controller and the weapon so the bullets would have a better game feel.

For the blocking, I mainly used the BSP tool in Unreal Engine 4.26. Since we had a short deadline, they were no big modifications made during this part of the project.

FINAL RESULT


TAKEAWAYS

I had a lot of fun making this project. I learned a lot about the tools used in the industry, like flow charts and L0 documents. A good preparation helps you a lot when you’re starting in the game engine. I think my lighting could still use some work. The basic lighting was there to guide the player but some sequences could be improved to help the player with the readability of an area. Overall, I’m very proud of this project.

CREDITS

Alexis Roy

- Level Design (Marquee and Adults Rides)

- Game Design

- Programming

Gabriel Huneault

  • - Level Design (Caravan) - Game Design
  • - Programming

Sodana Yen

  • - Level Design (Kiosks and Kids Rides)
  • - Game Design
  • - Programming

Softwares

- Unreal 4.26

- Perforce

Lau O-Plouffe

A special thanks to Laurence for her expertise and constant feedback during the semester.