Vincent TRINEL
Level Designer
Deus Ex Map
Platform: PC
Team size: 1
Role: Level Designer
Period: 1 week
URL: coming soon
The level is designed as a level of the game Deus Ex Human Revolution. The idea is to respect and emphasize the mechanics and systems of the original game (infiltration, hacking, social system, player power, etc.).
The map was created with the Unreal Engine 4 and the superGrid plug-in.
The goal was to create a map with a focus on navigation and contrasts.
Workflow
Here is the workflow I followed which details a little more the realization of this map.
Story
The story takes place in a zoo of augmented animals (technological transformations of the body in the game) in Thailand.
The hero must retrieve secret information that would be kept in the zoo. However, he will discover that behind this zoo, which has a clean, zen-looking appearance, lies a laboratory for cruel and inhuman experiments on animals for military and criminal purposes.
Intentions & constrasts
The intention of the level is to provoke a feeling of disgust and discomfort linked to the discovery of a horrible truth (the zoo is in fact a lab where animals are persecuted and killed).
The level sets up several contrasts that have an evolution in time. The general rhythm is shaped by this curve which represents the level of discomfort and disgust felt by the player as the level progresses.
The level is not designed to be played in a linear way, multiple options are present to pass a place/obstacle. However, the player will go through the main stages of the progression of the level no matter what happens.
Flow of the level
The player starts in the entrance of the zoo which is a calm and peaceful space, the player can move around freely without any worries, as there will be no hostile enemies in this area.
Then, the player begins to infiltrate the lab by accessing the private parts of the zoo, which has a design that begins to be radically different from the public space (bloodstains, narrow spaces, advanced security systems).
Once in the lab, it's a shock that has to wait for the player, because this is where he finds the slaughtered animals.
Zoo
Free area
Temple (inside the zoo)
Lab access area
Secret Laboratory
Hostile area
References
Before I started working directly on the map, I started a research phase where I was looking for references that would help me work on my map. Those references helped me find the contrasts I was looking for.
The zoo
Animal enclosure
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Vertical and horizontal lines
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Very geometric shapes
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concrete appearance, artificial
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Few animals
The park
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Presence of nature, trees
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A lot of human
The temple
Exterior
Traditional silhouette and shape
Interior
Contemporary architecture
Simple shape
Few colors
Symmetry
Lab acces area
Dark
Pipes and leading lines
"Dirty" aspect (stains on floor and walls)
Secret labatory
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Hanging animal carcasses
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Bodies perpendicular to the ceiling
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Visual noise on the ceiling
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Point of light in the background of the room
Blockout
After all its "pre-production" phases, I started the blockout of the map with simplified volumes and regularly test it in order to highlight all the problems that I had not thought of or could not see during the previous phases.
The blockout was made in the Unreal Engine 4 with the superGrid plug-in. I used a custom first person controller to simulate the gameplay of Deus Ex and made my playtests.