STELLAR OVERLOAD
I joined Cubical Drift to build all the world dungeons and write the stories inside them.
I was in charge of the layout, blocking, enemy placement, balancing of every dungeons that were on the sides of the planets (planets are cubical).
I had to do the rational level design of the components we gave to the player along his journey to balance the power of his weapons and the vehicles he would craft.
I also made some enemy design and boss fights that were unfortunately never implemented due to the company financial bankrupcy.
STELLARIUM
LAB
This is the last dungeon of the first planet in which you met the first boss.
The point was to make a small building on the surface with a huge complex underground.
You would reach the end by finding a column in the middle that brings you to the top, giving you your first flying vehicle.
DELTA COMPLEX
This is the first dungeon of the second Planet Istara, I wanted to create a big underground complex half contaminated by robots, half forgotten and taken over by nature.
I wanted the player to feel like in some kind of old ruins of something very technologycally advanced in which he would fight spiders and the new robots I designed for it.
This was very exciting to make and play around covers, lines of sights and observation/anticipation.
ISTARA
OBSERVATORY
This is an observatory on which I made the layout and decoration, and our intern was in charge of the puzzles.
For these observatories, I wanted them to be seen from very far on the planet and we made very tall towers.
The challenges were more about finding how to access to the upper levels
BLOCKOUT
SKETCHUP
MISSION DESIGN
This is a map I did in a few hours to give my intentions to the game director on the level design, the approaches of the point of interest after being given the quest to rescue a missing in action rebel. His LKP was in this complex.
I thought of 3 ways of attacking the complex.
From the front, very agressive and ammo consuming
From below, asking the player to wander and explore to find a secret entrance
From behind, for those who thought of using the main mechanic of our game, the gravity.