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ROGUE LITE HACK & SLASH
LEVEL DESIGNER

Early Development Trailer


Roguelite Hack & Slash with procedural persistent maps

and legacy features.

OVERVIEW

PROJECT BREAKDOWN

Role duration: 5 months

Softwares: Unity, Sheets, Jira

Team size: 25

Remote

Milestone: Alpha

SKILLS

Level Design

Integration

Procedural Generation Design

Remote Communication

Navmesh Management

RESPONSABILITIES

Outposts Design for a Rogue Lite Hack & Slash:
Outposts creation in Unity, Design of the procedural generation settings, Implementation of situations in the generation system

Navmesh system management:
Agents setting, Pathfinding management, Props implementation with their colliders

CONCLUSION

This was my first experience in full remote, challenging me on my communication and autonomy.

During this project, I have learned a lot about level iteration and outpost design, especially because of two challenges:

The first biggest challenge of these outpost designs was to create spaces that could be approached in different directions, allowing me to create experience variety (direct combat, stealth, platform).

The other one was the persistent feature. Depending on the player's choice, the outposts can become "upgraded" or "destroyed". So I had to iterate on the situations  to create new experiences.

More details about my Level Design process in these pages :

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