
Introduction
Take control of Liv, a mischievous spirit, and use her wind skills to blast your way through a storm that threatens to destroy your world.
Your goal is to calm the storm before it drags the world into total ruin.
Project Details
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Project Duration: 8 months
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Tools: Unreal Engine 5 / Google Drive / Trello / Perforce
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Responsibilities: Level Design
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Playthrough: ~ 20 minutes
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Team: 3 Level Designers, 2 Technical Designers, 1 UX Designer, 4 Artists
Dynamism

Acrobatics


References
We chose Solar Ash and The Pathless for their fluid character and large-scale environments.
For DeadCore we were inspired by the inputs combinations and platforming sequences.
Overview
Gameplay
Jump
A classic jump from a height of 1.25 meters.

Wind Gust (Main Mechanics)
A gust of wind pushing upwards has the ability to reset the Dash.

Dash
Dash forward from a distance of 2 meters.

Shoot (ground)
Aim and Shoot to destroy obstacles.

Slide
Automatic sliding when the slope is inclined to a certain degree.

Shoot (air)
Same as Shoot from ground except that time slows down for a moment.

Combination
Combination of different mechanics possible.
Here's an example: Wind Gust, Dash, Wind Gust, Jump

Level Walkthrough
1. Introduction World
Introducing the character to the world.

3. Main Mechanics
Obtaining the main mechanics (Wind Gust).

5. Introduction Destructible jar
The player can break it, a soul is then released and speaks to the player.

7. Destructible Environment
Sequence of destruction to show the force of the storm.

9. Exotic Sequence Moving Platform
The player must stay on the platform while avoiding obstacles on the way.

2. Introduction Abilities
Introduction of the basic mechanics (Jump, Dash, Slide, Shoot).

4. Presentation Tempest
Camera focus on the player's goal.

6. Transition Temple to Sea of Cloud
Long slide from Temple level to sea of clouds.

8. Cinematic Eye of the Tempest
Introducing the final level.

10. Last Platforming Sequence
​Last platforming sequence before the end of the level (tighter timing and more mechanics).

11. Destruction of the Tempest
Blocked sequence where time stops and the player has to shoot 3 times to finish.

My Level
StormBreaker has 3 distinct levels that follow one another:
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The Temple, which serves as a tutorial and lets you learn the mechanics slowly.
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The Sea of Clouds, which is used to help players master the mechanics of movement.
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The Eye of the Storm, which is used to test the player's knowledge and mastery of these mechanics.
Sea of Cloud
Since we were 3 Level Designers, I was in charge of the Sea of Clouds.
I imagined it as a long, vast expanse of clouds, in which the player would wander from island to island, with a view of this huge storm throughout the level.
Level Intention
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Gradually challenge the player in the platforming phases.
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Introduce cinematic moments, with huge rocks being destroyed and sucked into the storm.
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Start to introduce action combinations for the player to succeed in certain platforming phases.


1. Beginning
The level starts when the player falls after the Temple last slide.
Immediately after the fall, a huge stone arch with a door entices the player to go there.
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Pulling the mechanism in front of the door opens it, giving way to the level's 1st platforming sequence.
2. Closed Space
The aim here is to confine the player's view to let him focus on the platforming, and the sequences are fairly simple and, not punishing.
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At the end of the sequence, the player is introduced to the lightning bolts, which he will see more and more of as he progresses.


3. Opening
Once the door is destroyed, the player discovers a more open environment, with a direct view of the eye of the storm and the place he must go to stop it.
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The platforming sequences become increasingly demanding, and boulders begin to detach themselves to enhance immersion.
4. Closer to the center
After a few more platforming sequences, more boulders are sucked up in front of the player.
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Others crumble beneath the clouds under the player's weight, to be reused later in the eye of the storm.

5. At the bottom of the storm
The platforming sequences are over, and this time a final rock gets sucked in and collides with another, destroying it in the process.
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After a few gusts of wind, the player finds himself in front of 2 huge statues, waiting to enter the cave where the end awaits.

Closing Thoughts
This project was really hard and challenging, as it was our last school project, spread out over the whole year with a lot of help from the teaching staff and external help from game studios.
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It was the first time I'd worked so much on a level and received so much feedback on a project I was working on.
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The results after 8 months of effort are my greatest pride and joy, and I'm extremely happy with the results I've achieved and the knowledge I've acquired thanks to this project.