Surge is one of the final project of Campus ADN’s 2017-2018 group. I fulfilled the Assistant Lead Scripting role on this project while doing a bit of level design as well.
You can visit Surge’s website (French) or its Steam store page! The game can be dowloaded for free.
Project Constraints:
- Working has part of a production team (± 35 persons);
- Time (15 weeks, divided between my Assistant Lead role, Level Design and Scripting);
Central Station (Level Design) – Enemy and Features (Scripting)
Central Station (Level Design)
As a Level Designer, I was responsible of the world’s HUB layout and integration of narrative elements. My goal was to give to the player a safe environment where he can navigate easily and enforce the feeling of being home with some small defense missions.
Design Intentions:
- Design a vast, funny and safe place for the player.
- Reward the player who explores and uses his new skills.
- Create a central point that branch-out into the world.
- Design small defense missions to increase the feeling of being home.
Level Design Constraints:
- Respect the Rational Level Document;
- Keep places for narrative sequences and for differents systems of the game (Shop, Fast-Travel Point, etc.);
- Branch-out into the other levels, with some branch requiring specific achievement or upgrade.
Level Art by Emilie Noreau.
Enemy and Features (Scripting)
As a Gameplay Scripter, I was responsible of coding the behaviour of one of the enemy, the Hologram, and multiple tools and ingredients for the level designers. I also did a huge part of bug fixing on my features and some of my teammates features as well.
Scripting Constraints:
- Respect the production deadlines (Pre-Production, Alpha, Beta and Master);
- Learn to code a bunch of new things (such as State Machines, Video Integration, VFX and more);
- Makes everything feels smooth for the level designer without taking away their rigor;
- Follow the constant changes and improvements made to the game design.