top of page
Capture d'écran 2024-03-05 191556.png

University of Marine Biology

Welcome to the Level 4th of NoTemp'o! Developed over a month, this level is the result of my passion for level design and architecture. Despite the challenges of learning AI behavior trees and developing the level from scratch, I'm proud to present this creation. Learn more about my process below!

Have a nice read!

​

Build available here! If you want to see the gameplay video, go see my linkedin post here!

​

PS: The background music is the ost from Dishonored 2, "Hypatia's Office Ambiance", all rights reserved to Arkane Studios

3D Models of the Students (robot-like) were made by: Tommy Te

Teleportation Module 3D Model by: Robin Schimmer

Pre-production and Research - 01

After completing my End-Study project, I found myself without any more immersive or stealth levels to design. However, before moving on to designing other levels, and after conducting a post-mortem analysis of the Isola Festival level, I realized the importance of expanding my design knowledge. Thus, for several months, I delved into research across the internet, seeking answers. While I already owned the book "An Architectural Approach to Level Design," I found that it wasn't sufficient.

This led me to compile a list of books and videos covering Level Design, Pure Design, User Experience, and Architecture—subjects I was already passionate about. Through my readings, I gained an even deeper appreciation for the significance of Architecture.

With this newfound knowledge, I embarked on my next project: the University of Marine Biology level, following Isola Festival.

 

But how did I approach it?

​

Firstly, I set the experience goals and narrative. As the level was meant to be an immersive sim and stealth level, narrative played a crucial role alongside gameplay elements, with everything needing to harmonize.

Secondly, drawing inspiration from references on Pinterest, particularly the architectural design of the Oceanographic Museum of Monaco, I meticulously noted down ideas for the building's architecture and mood. While remaining flexible in my approach, the mission's overarching goal remained constant: finding Marco. This led to the emergence of a flow of events and subquests, all leading towards the main objective.

​

Next, I began laying out the level through several iterations—an aspect I particularly enjoyed. With the entirety of the level envisioned in my mind, it was time to let the pencil speak and create a coherent environment, balancing narrative and gameplay elements.

​

Initially blocking out the level in Unreal Engine 5, I later transitioned to Blender to model the main buildings and interiors, using the previously established layouts. Throughout this process, I kept metrics loose to allow for easy iteration. It was akin to being an architect, relishing the opportunity to build a place from scratch.

The steps of layout, metric iteration, playtests, and 3D modeling were intertwined throughout production, with scripting for world mechanics, player mechanics, and AI occurring simultaneously.

To maintain organization, I relied on Notion, ensuring clarity on my progress and pending tasks.

Softwares used:

notion-logo.png
Canva_Logo.png
UNREAL.png
image.png

Experience Goal - 02

The experience goal of the University of Marine Biology Level is to faced the reality of the world of NoTemp'o. 

Time is disrupted, the city guard are patrolling more and more around the city, and it's time for Sofia the protagonist, and so the player, to act and not just undergo like she did in the previous levels.

​

Entering a strange place like the University where no one talk, investigate the place and  find her friend Marco Livio will be a hard task...

What the player need to do?

Being said by Sofia herself in the first minute of the level, the player will have to talk to Marco. But he is not goind to be waiting for you at his desk, something happened to him and you will have to go rescue him at the underwater aquarium.

What the player can do?

In order to succeed the mission, the player won't have opportunity to assomer guards, so he will have to use his teleportation module to infiltrate. Also, when in the University, the player will have the opportunity to unfreeze frozen elements like doors, NPCs, or puzzles elements to access part of the building.

Pacing and Flow?

Even though it will depend on the way of infiltrating the University and the player playstyle, the pacing of the level could ressemble the following:

​

- Discovery of the place and time for observation

- Entering the University through on of the 4 choices

- Facing the time disruption and the place and resolving the environmental puzzles without being arrested

- Finally being releived by entering the strangely calm aquarium

- Taking Marco with you but facing a suprising issue!

- To then escape and end the Level

​

The pace of the level alternate between observation and calm moment, to stealth and underpression events!

Everything converges to the Objective - Wayfinding

As mentioned earlier, while the flow of events may vary among players, all navigation methods ultimately lead to the same destination: the elevator accessing the aquarium, where Marco awaits.

​

In achieving this, the player's sense of agency is fostered by the clarity, distinctiveness, and accessibility of environmental cues, such as prominent landmarks or clear visual cues. These elements empower players to confidently navigate the complex environment according to their individual preferences and playstyles.

HighresScreenshot00001.png

Immersive Sim Philosophy - 03

Revolving around choices, player engagement and detailed world-building, the immersive sim philosophy need to be carefully adressed.

Intentionality and Player Choices 

In order for the choices to have a real impact and engagement, players need to act with intentionality. But to create intentionality you need:

- Choices to have and to make

- A clear objective in order to act

- And time to analyze the proposed situation/information

​

In this level, I designed several places where the player has an "avantage" over the situation, where he has time to analyze the situation and enough information and choices to act with intentionality.

VantagePointsAndPaths1.png
VantagePointsAndPaths2.png

"An Architectural approach to Level Design"

To add to this immersiveness and realism of the level, I decided to employed real-life architectural technics to push the player's engagement and letting him feel more powerful emotions. 

The sense of space is important in a Level, in order for players to act or feel a certain way.

For example using verticality or the arousing of curiosity!

"Mystery arouses curiosity" - Origins of Architectural Pleasure
HighresScreenshot00005.png
EnticementArchitecture.png
HighresScreenshot00002.png

The first two pictures exemplify the architectural concept of denial and reward, or withholding, which piques player curiosity. By obstructing the view, players experience a sense of mystery and are eager to explore the entire space rather than just a portion of it. This effect is particularly compelling with a good level art; for instance, when a beautiful facade is partially concealed, it only serves to further entice the player.

​

The last picture illustrates the player's freedom and the verticality of the environment, where from a certain vantage point, players can easily observe the end of the level, leading to the docks.

​

This level serves as an ideal platform for me to showcase the architectural concepts I've acquired through my studies and personal research, aiming to deliver the most engaging and emotionally resonant experience to players.

Coherent Place & Narrative

Capture d'écran 2024-03-05 191556.png

One of my main focus was the mood, atmosphere and overall architectural  aspect of the level!

Paying attention to details, lighting and environmental storytelling allows the player to feel a certain sense of space, or beautifully called "Genius Loci".

​

Placing windows, lights, blocks and notes in the level was a challenging task I wanted the place to feel the most realistic possible.

So that we can imagine this place as tangible, a place that could exist and that feels like place, or a moment that matters.

HighresScreenshot00002.png
HighresScreenshot00010.png
HighresScreenshot00004.png
HighresScreenshot00000.png

To ensure that the space not only speaks for itself, I crafted dialogues, but I primarily put my focus on creating world notes: books, job interviews, articles, and any other elements that would realistically exist in a university setting.

 

The goal was to imbue the environment with authenticity, making it feel like a genuine place.

BP_Note28.png
BP_Note33.png
BP_Note3.png
BP_Note1.png

If you want to read more about the universe of Notemp'o, please take a look here.

Thank you for reading

bottom of page