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Rainbow Six Extraction

rb6 extraction

LEVEL DESIGNER
STUDENT

STUDIO : CAMPUS ADN
RELEASE : NONE
PATFORM : PC
TEAM SIZE : + 3
ENGINE : UNREAL ENGINE

RB6 EXTRACTION – WALKTROUGH

ABOUT RAINBOW SIX EXTRACTION

Rainbow Six Extraction was a project developed during our architectural class. Working in a team of three, we each designed our own level and were supposed to recombine them to create one seemless level. LEVEL DESIGN DOCUMENT HERE

LEVEL DESIGN PROCESS

DOCUMENTATION

METRICS & LEVEL DESIGN KIT

GAMEPLAY DESIGN & ITERATIONS

FEEDBACK & PLAYTESTS

CORE INFORMATION

During this project, our team decided that using real-world measurements would be more appropriate for this architectural style. As a result, nearly every element is life-sized!

Having version control would have helped our team create a more cohesive experience and ensure that connectors between levels functioned seamlessly.

For this project, I would have ensured we used version control, as the goal was to combine our maps into one cohesive environment. Without it, we faced challenges and had to work on our levels individually, sending them to our teacher for the final compilation. In the end, we achieved a somewhat acceptable result and gained a funny story to tell !

Unfortunately, we didn’t have version control for this project, which led to some amusing moments on Discord as the team figured out how to manage everything!

RESPONSABILITIES

RESEARCH

When conducting research, I typically watch gameplay videos or play the game myself, if possible. Afterward, I create a Miro board to organize and analyze the information.

METRICS AND DOCUMENTATION

Before beginning my design process, I establish the metrics for my level and create a first 2D layout. This step is crucial for achieving the desired game feel.

CREATING A FUN EXPERIENCE

Once the metrics are established, the objective is to craft an immersive environment that enhances gameplay and provides players with a memorable experience.

FEEDBACK AND ITERATION

Finally, comes playtesting.
Having my map tested by my peers is a crucial step in collecting feedback and refining the level.

“With a fair understanding of the development pipelines in Unity and Unreal Engine. My practical experience showcases a keen understanding of the game development process.
Additionally, I have successfully navigated projects using engines like GameMaker, demonstrating versatility and fearlessness in embracing new challenges. “

LD.LEAROSEGAGNON@GMAIL.COM

QUEBEC, CANADA