Siderodrome



Siderodrome was made for a prototyping and scripting class, in groups, students had to identify and recreate the main elements of a chosen game genre.
The prototype's goal was to isolate some key features of the thriller game genre and apply them.

Game Presentation

  • Title : Siderodrome
  • Studio : DESS NAD-UQAC
  • My role : Level designer & integrator
  • Genre : Horror game
  • Platforms : PC
  • Game modes : Thriller exploration

Tools Used

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


My missions

  • Pre-production.
    In order to design a realistic subway station I looked for different references and plans in life or videos games which I then adapted and mixed in my own plans and schemes to deliver on the intentions of the game.

  • Designing a maze.
    For this game the team wanted a maze. After researching some papers and analyzing other games, I found different techniques and tips to design an interesting maze for the player to explore and get lost in.

  • Blocking out the level.
    To blockout this level I used different level design techniques to slowly build up the tension and the stress of the player. Such as room by room reducing the size and ceiling height, then adding a fog and playing with the lighting.

  • Integrating and scripting
    To finish off the prototype I integrated and wrote different scripts and features to improve the feeling and atomosphere of the game such as music, sound effects, lighting triggers...

Image of the project
  • In engine screenshot of the entrance to the subway station.
  • Image of the project
  • In engine screenshot of the maze.