Aeon Wars : Maschinen Crisis



Aeon Wars: Maschinen Crisis is a multiplayer turn-based strategy, tactical wargame. Featuring true digital miniatures, it is set in an original sci-fi universe where you battle with your friends in epic diorama-style terrains.
Collect, build, and customize your army. Engage with your friends in large scale battles and deadly skirmishes. Deploy powerful mechs, special units and unique characters to save humanity or end its dominance on Leng.

Game Presentation

  • Title : Aeon Wars Maschinen Crisis
  • Studio : Soliton Interactive Montreal
  • My role : Narrative level designer
  • Genre : Online turn based strategy game
  • Platforms : PC
  • Game modes : PvP & PvE battles

Tools Used

  • Game engine : Unreal Engine 5
  • Scripting langage : Unreal Engine blueprints
  • Documentation : Canva, Google Suite


My missions

  • Designed and implemented seven new maps for the Alpha release of the game.
    The game was set to release an Alpha for the Steam Next Fest in February 2023 and the lead designer wanted to showcase more levels. After designing the maps a first plan and getting feedback from the CEO and the lead designer I started implementing them in Unreal getting familiar with the in-house tools. With the maps released for the Alpha we were able to gather feedback from players to create better maps after.

  • Exploring level designs for the fully released game.
    After the Alpha release we learned that players wanted to have access to biggers maps to play and showcase bigger sized armies. I was tasked with prototyping some new game maps made for bigger scales of armies and time that brought new challenges for the players and new positibilities in strategy and tactics.

  • Creating and testing new procedural level design tools.
    With the release of a new version of Unreal Engine came the "Procedural Generation Plug-in", my mission was to experiment and try creating a new procedural tool for the studio to see if it was a viable option for the level design of maps on this project.

  • Designing the main solo campaign of the game in cooperation with the narrative designer.
    In its actual state the game was centered around PvP and the studio head wanted to explore a roguelite approach for a solo campaign. With the production in early stage we were free to imagine and create a full design for the solo mode from the ground up. Creating several documents to showcase our work and gather feedback our proposition was accepted and is the official direction the game is taking.
Image of the project
  • "Defence" created for the Alpha release.
  • Gif of the project
  • Gif of different maps procedurally generated during prototyping.