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GrumpyLevel

GRUMPY 3D

LEVEL DESIGNER
STUDENT

STUDIO : CAMPUS ADN
RELEASE : NONE
PATFORM : PC
TEAM SIZE : + 5
ENGINE : UNREAL ENGINE

GRUMPY 3D – WALKTROUGH

ABOUT GRUMPY 3D

GRUMPY 3D IS A SINGLE PLAYER PLATFORMER MADE IN THE UNREAL ENGINE FOR A END OF SEMESTER PROJECT AT LE CAMPUS ADN. THE WORLD OF GRUMPY 3D IS BASED ON THE MARIO IP FROM NINTENDO WITH A SLIGHT TOUCH OF THE TOYS STORY UNIVERSE.

LEVEL DESIGN PROCESS

DOCUMENTATION

METRICS & LEVEL DESIGN KIT

GAMEPLAY DESIGN & ITERATIONS

FEEDBACK & PLAYTESTS

CORE INFORMATION

SIMPLE PISTON BEHAVIOUR
SIMPLE ENEMY AI

In this collaborative project, I implemented a dynamic enemy AI capable of patrolling its surroundings. Upon detection of the player’s gaze, it ceases its patrol, only to resume once the player averts their eyes, initiating a thrilling pursuit. Additionally, I devised a versatile piston mechanism granting the level designer the flexibility to either propel or obstruct the player, empowering them to tailor gameplay experiences to their vision.

An area for potential improvement lies within the player controller. Enhancing the camera movement for a smoother, more immersive experience, alongside optimizing player responsiveness, could have elevated the gameplay dynamics significantly.

One significant challenge we faced in this project revolved around determining the optimal utilization of our ingredients. Our team encountered difficulties in devising cohesive strategies to integrate them seamlessly into the game.

During the development of Mole Royal, I utilized Perforce for version control. Perforce was instrumental in managing the project’s codebase, tracking changes, and maintaining an history of all modifications. This version control system enabled me to:

Branch: Experiment with new features and ideas in isolated branches without affecting the main codebase.

Backup and Restore: Ensure the project was safely backed up and could be restored to any previous state if needed.

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