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Level designer - Andy Gagnon
evofender:
Hi, my name is Andy Gagnon and I'm a graduate level designer from Ubisoft Campus (Montreal). I'm looking for a great challenge to stay in touch with level design. I have an excellent knowledge of Valve Hammer Editor and I can deliver a high level of polish to my levels.
Relevant experience
My biggest game development experience was for a Half-Life 2 (total conversion) single player mod called "L'Arche" in which I designed the 4th level. I worked in a team of 23 level designers, 24 3D Artists and 22 3D animators. All props, models, textures and animation were made by our team. We used a similar workflow to industry standards (Ubisoft Workflow). I have a great knowledge of game developement process.
"L'Arche" synopsis
"L'Arche" is a post-apocalyptic game made of 23 levels with a total lifespan of 6 hours. In 2010, Gabriel accepted to be part of a cryopreservation experimentation. He wakes up 100 years later, but everything has changed. The city has become a jungle and it looks like there's no human survivors. Gabriel has to find out what happened and find a girl he met before all this happened.
My work in "L'Arche"
I designed a level happening in the Old Port of Montreal. The player has to pass through an abandonned cruise ship to reach the other side of the port. The main challenge was to recreate a closed environment with natural lighting without having too muck dark areas. I had to create a skybox of Montreal around the Old Port to make it more immersive. When you are in the boat, you can see where you were(previous level) and where your going(next level). I had to create a whole ambiance inside the ship with ambient and triggered sounds and events. I also scripted AI reactions in some combat. I had to think about visual cues to help the player to progress well in the level. I also designed some environment puzzles where the players has to look at his environment to find a way out of the ship.
Software Knowledge
* Valve Hammer Editor, Unreal Editor, Unity, Game Maker
* Adobe Master Collection CS4(Photoshop, Illustrator, Premiere, After FX, Flash, Dreamweaver, Soundbooth)
* 3DS Max, Carrara Pro 7, SketchUp
I can model and texture simple props.
Level Design work
"L'arche" demoreel: http://www.youtube.com/watch?v=4v5ZR8UxRX4&feature=player_embedded
"L'Arche" level description(In french only, working on the english version): http://agagnon.com/arche.htm
Other related work in attachment
You can join me by writing at agagnonprods@gmail.com
coolDisguise:
I just watched your vid and it's looking quite impressive, I gotta say. :-)
--- Quote from: evofender on August 24, 2010, 04:37:14 am ---"L'Arche" level description(In french only, working on the english version): http://agagnon.com/arche.htm
--- End quote ---
The translation would be:
Level: 4 of 23
Genre: First-person shooter
Difficulty: easy
Emotions researched: Insecurity / Claustrophobia / Pressure
Duration of the project: 12 weeks
Requirement:
1) Create a level with a playtime of about 5 minutes.
2) Introduce the crossbow (weapon).
3) Create an original level based on a post-apocalyptical Montréal .
Description
The level takes place on a cruiser ran ashore at the old port of Montréal. The player shall cross over by ship in order to rejoin l'arbre rouge (the red tree) visible from afar.
Intentions gameplay
To take the player by surprise by confronting him with assaults and other unexpected events. Likewise the player will have to make use of his crossbow to interact with the environment. Also he shall play with the water levels to reach areas that were inaccessible before.
Architecture
The architecture is inspired by modern cruisers.
Therefore it's important to give the player significant points (rooms, sections of promenades, etc.) to seek out so the dimensions of the areas convey this effect. The level offers much vertical circulation up to the point where linearity is broken.
evofender:
Thank you very much for the translation! It was so late when I wrote this last night that I didn't even think about doing one! And Thank you for the comment, I really appreciate! :)
The Cy:
All I have to say is: wooooow! your video and your drafts look great. I hope you could join the team soon
Jonathon [SSL]:
The design itself as a level seems pretty interesting, but almost all of the lighting and brushwork looks like a 1990s HL1 map (specifically the inside portions, and especially the theatre and the elevator). It reminds me a lot of Sven Co-op. The outside looked nice though, but of course it was filled with art assets and was lit with a single light.
Do you have any props or textures you could show us? We're kinda full on the level design team, but we could always use prop/texture artists.
Don't take my opinions as how well you'd do for a trial though, wait for a lead developer to come by and tell you what's up.
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