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LaBloop

Role

Level designer and dressing

get the game!
 

Date

July 30th to August 3rd

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Details

​The jam's theme was LOOP

 

Tools used

Unreal engine 5.6
Maya
Substance painter


Development as a level designer

My job here for this game was clear, thanks to our well defined scope for the game and I recommend watch the video on this page.

1- This level need to loop room to room.

2- The level needs to be a cluttered with assets once dressed.

3- The player  needs to be able to run around the entire level, each room, in 25 to 30 seconds on average.
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First thing I did was to make sure the player is able to go around the level in 30 seconds with any interference. 

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Then I added doors and an opening on a wall for both shortcuts and limiting the player's ability to go everywhere at once, certain tasks need to be completed before gaining access to some areas. Although not initially planned at first, later on in development we wanted to add hazards to the game, like the green gas, so I made the always tighter. This creates some spots to be claustrophobic further enhancing the need for the player to be quick. 

It's also worth mentioning that once the player beats a loop, there's this moment of "respite" with no time limit, giving the player the opportunity to explore the level and getting used to the environment. 

The level art, I first colored the walls for certain sections, some are blue, some are red. I did this so the level doesn't feel blend and it also a way for players to orientate themselves, if they see blue walls they know where they are.

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Dressing the level was the more fun to me, the goal was to give a bigger nod to the silliness of the game and hinting at the player character's personality, a messy unorganized scientist. some examples would be: coffee cups stacked on top of each other, plants in lockers, fallen carts and boxes everywhere.

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What I would improve: when it comes to level art/design, I would change the scanners near the doors, they look interactable when they are not and I haven't made that clear to the players.

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Thank you for reading please check out the talented people I worked with!​
 

The people I worked with

Timothe Lafond - Game/Level Design, Gameplay Systems Programming

Owen Bowie - Game Design, Audio, Programming

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Santiago Franco Betancur - UI, Minigame Programming

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Shaun Desh-Mukh -Minigame Programming, Additional Art

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Hatim Aallam - 3D Modeling, Texturing, Animation, Logo Designer

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Barbara Beltran - 3D Modeling, Texturing, Concept Art

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Emiliano Lechuga Gilling - Animations

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Jean-Philippe Gaumond - VFX

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Jenny Mylene Morales Montes - Additional Art

The blockout

HighresScreenshot00003.png

The reflection map

HighresScreenshot00002.png

Top view of dressed level

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