Level Design
City Parkour - Unreal Engine 5
City Parkour
Most recent project, created in Unreal Engine 5.
Pour ce projet, j'ai utilisé le pack Game animation sample d'Unreal Engine ainsi qu'un pack d'asset.
The level is a third-person parkour game in which players control a character who must cross a city to reach a castle.
The main focus of the project was to create a city that offers the player multiple paths to reach the same objective, fostering player freedom.
In this project, I created a first version of the environment art. This experience allowed me to gain a concrete understanding of how environment impacts level readability and player navigation.
I also created a few animations to guide the player through the level, whether via the camera or within the environment.
Once again, I started by creating a paper prototype to map out the organization of the city—its streets, squares, and waterways—while paying close attention to the paths the player could take.
I then created an initial blockout before moving on to the environment art.
The Tower Unreal Engine 5
The Tower
This project was carried out during my studies. I was instructed to create an FPS level that the player must complete in 10 minutes.
The level is a mix of FPS and puzzle game.
He is separate in 3 phases:
- The first phase is an arena fight inspired by Doom. The player follows guidelines defined by equipment (health, ammo) and physical elements such as jump pads or destructible walls. The player must eliminate all enemies to progress.
- In the second phase, the player must solve a sequence while standing on a moving platform.
- The last phase is a mix-up of the two others (he has to solve a sequence during a fight).
I started this project by making a plan, then a 3D model in SketchUp.
I started setting up the project on Unreal Engine by programming the various elements and implementing environmental storytelling.
During development, there were many changes, for example, the first zone, which was initially linear before becoming a much more open arena.
This project taught me many important concepts in Level Design, such as the principles of landmarks and how to guide the player within a zone. It also allowed me to improve my skills in visual scripting under Unreal.
Streets Unreal Engine 5
Streets
I created this level as a continuation of a study on The Last of Us franchise.
I therefore tried to create a level that could fit into this game franchise.
This project was challenging in terms of representing and conceptualizing a level set in the heart of an abandoned city.
During this project, I implemented several Level Design principles, such as denial and reward, as well as the rule of thirds.
I thoroughly enjoyed working on this project because it stems from a franchise that deeply impacted me and required a fascinating analytical approach.
The level is built around armed combat. The player can also use stealth to eliminate enemies discretely. In this level, the player's objective is to reach a building. To do this, they will have to cross part of the city.
Platformer Construct 2
Lighting crystals
I was able to create a level for my platform game The Legend of Kun. To do this, I first thought about the atmosphere and the overall intentions.
The goal was to create a game with an oppressive atmosphere, set in a cave, while using light-based gameplay mechanics.
The white platforms move horizontally.
The red platforms move vertically.
This level was a real challenge to make, as the player's field of vision shrinks over time. The player must then reach a campfire to regain it.
A great deal of consideration went into how the player would perceive things.
The game is divided into two different sections. In the first one, shown below, the objective is to light up platforms to create a path. The player can see an image of a crystal in the background, which can be illuminated. The player must then find a crystal to open the door on the left side of the level.
This first area introduces the mechanic to the player.

In the second section, shown below, the objective is again to light up platforms to create a path. The player enters from the right side of the level and, along the way, finds a crystal they can activate. As they head toward the area on the left, they will see a closed door with one of three crystals lit above it.

TPS Puzzle Game Unreal Engine 5
Ray Sunflower
I had the opportunity to design a level for the puzzle game Ray.
This project was very challenging, as it was my first time creating Level Design for a puzzle game. Because of that, I did a lot of research on how to create this type of level before starting.
In this game, the main mechanic revolved around the light of the Sun and Moon. The challenge, therefore, was to create a level interesting enough to showcase this gameplay in multiple ways.
The simplest solution was to use what we called "Permanent Shadows." These are elements that react to sunlight or moonlight but are always in shadow.
This means the player has to exploit other mechanics.
In this level, I tried to utilize a large portion of the game's mechanics. It's primarily focused on the sunflowers, which reflect light in a beam when exposed to it. The level requires a fair bit of thought, especially for the initial interactions, such as how two sunflowers interact with each other.
I really enjoyed working on this level because it was one of my first to receive half-visual dressing.
It didn't make it into the final project, but it was incredibly valuable for teaching me about puzzle game creation.
Fast FPS Unreal Engine 5
Grappling race
I started developing a first-person shooter game featuring a grappling hook mechanic. I also handled the programming of the prototype.
The gameplay is quite fast-paced and requires a certain level of dexterity. This level design also highlights all the mechanics of the prototype.
The player can use their grappling hook to pull themselves closer to target walls, as well as to create a swinging motion to reach new paths.
They can also activate buttons, some by simply getting close to them, others by shooting at them.
To create this level, I went through several stages. First, I designed a paper prototype to represent the overall vision of the level and its direction. Then, I created a second version (V2) in Blender to spatialize the level and quickly grasp its dimensions.
Finally, I moved to Unreal Engine to finalize the programming of certain mechanics and set up the level. Throughout the process, the level design evolved based on new insights and improvements I was able to implement during development.
FPS - Infiltration Unreal Engine 5
Get Out !
This project was created as an exercise to put graphic programming into practice in Unreal Engine 5.
This project was completed in two weeks. My instruction was to design a level where the player has to escape from a prison.
In this project, we had to start managing AI behaviors with pathfinding. We also had to implement a cinematic system with camera movements.
Scenario: The player finds themselves thrown into prison. They'll have to escape what appears to be a warehouse.
The problem? Dozens of guards stand in his way. He'll have to avoid being spotted.
By getting behind his enemies, the player can "Assassinate" them. The player also has a rifle that he'll acquire as he progresses. This allows him to discreetly eliminate enemies by shooting them.
The player can also shoot at elements to attract enemies to specific locations. With his rifle, he can also destroy certain structures by shooting them.
The level is divided into 3 different zones. Each of these zones highlights a specific mechanic of the level:
- First Zone
The first zone is divided into two parts. In the first part, the player needs to eliminate a target connected to a door; doing so will open it. In this area, players can also shoot at targets to attract enemies. In the second part, the player will have to activate levers to open the door.
- Second Zone
This second zone focuses on platforming. The player will need to navigate through an area without falling. If they fall, they'll reappear just before the room.
- Third Zone
In this final zone, the player will have to cross several water channels that will slow him down. To do this, he'll need to change the depth of the channel to get across.
FPS Game Builder
FightFormer
FightFormer was my first project in game development. I created this game on Game Builder.
During this project, I had to build the entire level first on paper and then transfer it into Game Builder.
This project helped me grasp the distinction between Game and Level Design. Additionally, I had the opportunity to playtest my game with others. It was fascinating to observe how players think and approach the game.

Description :
FightFormer is a first-person shooter (FPS) game.
In this game, the player will have to escape from a laboratory. To do so, the player will face levels filled with enemies and platforms. This project focuses on game and level design, as it required managing inflicted damage and health principles.







































