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GRUMPY 3D

TECHNICAL 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.

TECHNICAL LEVEL DESIGN PROCESS

RESEARCH ON THE FIELD

WHAT DOES THE LEVEL DESIGNER NEED

ADAPTING AND SIMPLIFYING

LEVEL DESIGNERS ARE USING IT WELL !

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

As a technical designer, my primary objective is to bridge the gap between the level designer’s requirements and our project’s production capabilities. I strive to craft a robust code architecture that seamlessly accommodates everyone’s needs, ensuring a harmonious and efficient development process.

DOCUMENTATION

The subsequent step, often dictated by the project’s complexity, involves meticulously documenting all essential components, variables, and requirements for our level designers. This comprehensive documentation serves as a valuable reference point for everyone involved.

CREATING THE CODE

The third crucial step entails crafting a resilient code architecture and blueprint framework meticulously designed to minimize the risk of unintended errors by our level designers. This proactive approach ensures a seamless production process, facilitating a smooth sailing production.

FEEDBACK AND ITERATION

The final step involves collecting feedback from our level designers and other teams, facilitating continuous improvement of our blueprints to enhance usability and address any encountered issues. By prioritizing their input, we streamline workflows and strive to make their lives easier while optimizing the overall development process.

“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