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Equinoxe

EQUINOXE

LEVEL DESIGNER
STUDENT

STUDIO : CAMPUS ADN
RELEASE : UNDETERMINED
PATFORM : PC
TEAM SIZE : + 25
ENGINE : UNREAL ENGINE 5

EQUINOXE – WALKTROUGH

ABOUT EQUINOXE

EQUINOXE IS A THIRD-PERSON PLATFORMER WITH PUZZLE ELEMENTS. FOR THIS PROJECT, I DESIGNED LEVEL 6: ‘TOMB OF THE ORIGINS,’ SET IN A MEDIEVAL CASTLE. THIS LEVEL FEATURES BOTH MAIN CHARACTERS AND THE MOTHER OF MORGANE.

LEVEL DESIGN PROCESS

DOCUMENTATION & METRICS

2D LAYOUT

GAMEPLAY DESIGN & ITERATIONS

FEEDBACK & PLAYTESTS

CORE INFORMATION

Level Six, ‘Tomb of Origins,’ features four floors, evoking a sense of ascension and discovery as the player explores. The passage of time has eroded the tomb’s floors, leaving holes throughout.

In the first section, I aim to offer players a choice between going right or left, creating a sense of freedom and discovery. Once they activate the pressure plate, the golden path reveals itself after reconstructing the broken stairs.


In section two, I aim to challenge the player with rapid sequences of events, including jumping and character switching.


In Section Three, the player confronts Merlin, who attempts to prevent access to the tomb. This section offers minimal margin for error, with narrow alleys and numerous simultaneous events. It represents the peak difficulty of the level.


In section four, the player embarks on a final confrontation with Merlin, culminating in a poignant moment where Morgane discovers her mother’s tomb.

Level six is set in a dream world inspired by British castles. The design aims to create a floaty yet comprehensible environment by using the ruins of the castle to guide the player. The goal is to play with perspectives, offering unique navigation sequences.


Additionally, I felt the need to incorporate quick action sequences that would have been nearly impossible to achieve in the main levels due to our restrictions. Below, you will find images illustrating these sequences.

GameplayBeats :
Garden Room: The player must navigate the corrupted garden room, finding a way to proceed despite the obstacles.
Second Floor Ascent: Using a broken pillar, the player ascends to the second floor and ventures through the destroyed pillars.
Avoiding Merlin: In narrow alleyways, the player engages in a fast-paced battle against Merlin, avoiding his attacks with quick reflexes.
The Tomb : The player reaches the tomb, discovering a magnificent tree above Morgane’s mother’s tomb. A powerful force creates a portal to the DreamWorld.
The Dreamworld and the secret door : after navigating the fractured castle in the DreamWorld, where memories of her mother linger, a secret door opens, revealing the path to Level Seven.

Unreal Engine 5.3
Each level features a maximum gameplay space of 48 by 48 meters.
A Rational Level Design document guides gameplay ingredients and level progression throughout the game.
Fully playable from Level One to Level Seven.
Produced over 15 weeks by a team of 28 students: 7 Level Designers, 5 Scripters, 3 Artists, 7 Animators, and 6 Sound Designers.

Challenge the player with familiar gameplay elements in a more confined space.
Test the player’s ability to use character switching in rapid event sequences.
Challenge the player’s jumping skills as per the Rational Level Design (RLD) document.
Create a narrative tension between Merlin and Morgane.
Present the player with a poignant and beautiful narrative moment in the tomb.
Create a feeling of ascension in the level by making multiple floors.

One aspect I would improve is the first section. Despite managing to pull it off with the help of feedback and playtests, I would make the golden path more linear, as it is a 3D platformer.

One of our primary challenges was creating a 48×48 meter map within a 15-week timeframe. Additionally, as a shy person, navigating through various departments was a personal challenge. Despite these obstacles, the experience was immensely rewarding and contributed to my growth.

During the development of Mole Royal, I utilized Perforce for version control. Perforce was instrumental in managing the project’s codebasetracking 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

First, we created our Game Design Document to serve as the guiding principle for the project. Using this document, we then searched for references to start our level design.

METRICS AND DOCUMENTATION

Metrics were a key strength of our game, as platformers require precise measurements to be enjoyable. As a team, we developed a gym where all metrics were rigorously tested to achieve the perfect game feel.

CREATING A FUN EXPERIENCE

Feedback was essential during this project. Receiving input from all departments significantly helped us achieve the perfect balance of difficulty and fun that we aimed for in the game.

FEEDBACK & ITERATIONS

Iterations and feedback were crucial in achieving the perfect feel for the game. Together, they proved to be the best tools for creating a level that resonates with the target audience.

“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