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...