

Permanent
The Architects Republic
February 2025 - Now
Game Design / Level Design
Context
Following the King of Meat project commissioned by Glowmade, I continued my contribution for The Architects Republic for their internal project “C3”.
Team size: ~20 people
Game engine: Unreal Engine 5
Type: Adventure, Narrative
TÂCHES
Game Design :
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Writing design documentation for developers and artists:
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Level Design documentation
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Gameplay features and level mechanics
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3C Design
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Player Journey, staging intentions and gameflow
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Boss Design and confrontation scenarios
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Definition of gameplay intentions and player experience through progression, pace and readability
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Quick prototyping of gameplay elements, mechanics and player interactions
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Collaboration with the technical team to ensure the feasability and stability of the features
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Features integration and tuning directly in-engine
Narrative Design :
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Creation of narrative paths supporting the player's emotional and gameplay progression
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Environmental Storytelling through:
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architecture
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visual composition
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spripted events
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Collaboration with the narrative team and audio to enhance immersion and orld coherence
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Fine tuning narrative rhythm, silences, tension et emotional staging
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Adaptation of narrative intentions to production constraints and emerging player behaviors
Level Design:
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High-Level design of levels: structure, rhythm, onboarding and rennwal of gameplay situations
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Macro and micro gameflow creation in Unreal Engine 5:
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combat and exploration pacing
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anticipation of player behaviors
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Realization of complete blockouts:
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macro layout
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micro spatialization
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player navigation
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lignes of view and readability
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Level owner developed independently from the design phase to the polish
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Implementation of encounter scenarios and scripting of dynamic gameplay situations
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Creation and maintenance of Level Design templates to standardize production:
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gameplay modularity
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greybox kits to speed up iteration and ensure consistency between levels
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Prototyping gameplay elements and encounter scenarios, from proof of concept to the almost final stage
Player Experience:
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Animation and follow-up of internal / external playtests sessions and analysis of feedbacks to refine mechanics and levels
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the readability and understanding of mechanics
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the pace and difficulty
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the orientation
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Quick iteration on the levels and mechanics according to the feedback gathered
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Balancing of the learning curve and continuous improvement of the player experience




