
Concrete
My roles :
Programmation, Level / Game designer
Project type:
Game Jam
Genre :
Third-person shooter, liminal
Team of :
5 people
Engine :
Unreal Engine
Created :
Duration:
2 weeks
We had to create a TPS using Unreal Engine in two weeks. I was in charge of the entire level design, as well as the programming, the trailer, and the overall game concept, inspired by Returnal and Control.
Before starting the blockout, I defined everything related to the game: the level design ingredients I could use and the objective of the level I wanted to create. This method made the blockout process much easier and significantly sped up production.
Programming and time management
I couldn't spend all the time I wanted in level design for this game jam because I was also the main programmer of the team. I spent the first week making the prototype, and as soon as we had a solid foundation, I hopped on making the level design and kept coming back to the programming when I needed to go fix a bug or add a level scripting part.
What I learned
In this project, I learned how to properly manage blockout placement throughout the level to create memorable landmark views. I also improved my ability to iterate quickly on level design and adapt to player feedback during playtests. I also learned programming in Blueprint in Unreal Engine.

We also made a few mistakes during the project, mainly due to miscommunication within the team, which led some members to create assets that were ultimately unused. For future projects, I want to improve my ability to create a clear production roadmap to ensure smoother team communication and better task coordination. I also overscaled parts of the blockout, which made them difficult to dress with props within the short time we had.






