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A WONDER

CAMPUS ADN

A Wonder is a third-person stealth, puzzle game set in the submerged city of Atlantis.

 

Stuck in the underwater depths, Alana will have to travel through this sleeping city in order to reactivate it and escape it, staying out of sight of the prowling creatures, hostile to any stranger daring to venture into these ruins.

GOALS

Creating a complete game in 15 weeks, in partnership with the Campus ADN 3D Modeling and Animation program, under the supervision of ten industry professionals..

  • Game Design creation from A to Z;

  • Development of level 8 (9 levels total); 

  • Collaboration on Level 2;

  • Respecting the difficulty curve;

  • Speed run of 2 minutes;

  • Supports consistency in Game Design;

  • Writing the GDD, LDD, Blueprint and other reference documents.

  • Made in Unity.

INTENTIONS

​The game:

  • Build a video game project from start to finish in 15 weeks;

  • Third person survival game, mixing stealth and puzzle-solving.

My level

  • Design simple puzzles with complex executions;

  • Expose the player to the enemies during his navigation, while solving puzzles;

  • Balance flow of safe zones and intense exposures; 

  • Maintain an anguishing atmosphere, with peak at key locations.

  • Responsibility of an other level half-way into the project to support a colleague turned full-time programmer.​

CHALLENGES

Thrown into the frenzy of a professional studio production, adapt quickly to the structure of a pipeline

  • My years in an advertising agency have prepared me well for this kind of pressure as the rhythm of work is very similar and I thrive on that kind of work rush.

  • Using rational level design

  • Daily scrum meetings between level designer.

  • Weekly meetings with the modeling teams

Technical problems related to scripting, which delayed the deadlines

  • Pure LD-team (myself included) supported the team in terms of documentation (GDD, LDD, blueprint, bug reports, etc.), as well as testing and iterating the levels.

  • Focus on elements at hand to build a stimulating puzzle

  • Crucial decisions and change of directions to help unload scripting departments

JADE LETOURNEAU  LEVEL DESIGNER

SEE NEXT PROJECT

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