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Level Design

The Signal - Goose Byte

Hub Level

Cartes

I worked on the game’s main level, from conception through blocking, while overseeing its dressing by the environment team.

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The idea behind this level was that each area would implicitly represent the levels the player would later explore.

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This reinforced the narrative by showing that the tower at the center of the level contained the different aspects of the planet.

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Player's Crash Site Zone

One of the challenges in designing this level was that it had to be easy to navigate on foot, quick to traverse to match the early-game pacing, and large enough to be explored later with a vehicle.

First Level - Scorched Rift

The design and blocking of the game’s first level, Scorched Rift, were completed within a week. As with the main level, I then collaborated with the environment team for the level dressing.

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This level, made up of dark tunnels and open, simmering caverns, tells the story of a mining expedition gone wrong.

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Level's Entrance

Vehicle Gym

One of the first tasks I was assigned when I joined the project was to create a test gym to demonstrate the benefits of vehicle customization.

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The gym is divided into four zones:

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​A zone to test heavy vehicles and their resistance to high temperatures.
 

 

The four sections are interconnected so that the player can easily navigate the entire gym.

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At a later request, I added a system allowing the player to collect 13 gold coins, marking the completion of each obstacle.

Alien Facility (Cut Content)

The Extraterrestrial Complex was a point of interest in the main level, which was removed for optimization and enemy placement reasons.

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It was a location where the player could learn more about the presence of another form of life on the planet through environmental clues such as laboratories, storage areas, and other utility rooms.

Facility's Entrance

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By Jean-Sébastien Galipeault

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