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Take a seat as a galactic food delivery driver working for a delivery company that tends to misplace orders during intergalactic travels.

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ROLE

Programmer/ Level Designer

YEARS

2022 (3 month project)

TYPE

Die and retry

PLATEFORM

PC

What was my role in this project?

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My role in Space Delivery was primarily to program the entire game using Unreal Engine with visual scripting. I also assembled the different parts of the level design and made adjustments to ensure the game was both challenging and fun to play.

Team

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4

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Logo2.png
laser.png
laser1.png
checkpoint3.png
mine.png

Concept/Brainstorming

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Having previously worked with Unreal Engine visual scripting tool on a smaller scale, I naturally volunteered to handle that part of the project. To be efficient and grasp the scope of the task ahead, it was crucial to first clarify all the level design elements that would interact with the player and that I would need to code.

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To that end, we gathered with the team to define the essential level design elements that must have been included in the game.

Concept1.jpg
Concept2.jpg

Here are two examples of level design elements that I needed to code for our game.

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Programming

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After reviewing all the level design elements and components that will be included in the game, I moved on to the programming phase. During this stage, I programmed the various elements of the game by using tutorials and seeking help on forums. This process allowed me to deepen my knowledge of visual scripting, which will enable me to be more autonomous in future projects.

Test

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To improve and fine-tune the parameters of the level design elements, we conducted in-game tests using a basic blocking setup. While it didn't represent the final level, it allowed us to project and refine the mechanics.

Decor10.JPG
Decor9.JPG
Concept2_edited.jpg
Concept1.jpg
mine.png
mine.png
Concept2_edited.jpg
Decor11.JPG

Tests level blocking V1

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Once the features were tested on a trial level, we decided to try them on the first blocking of the final level. This allowed us to assess the proportions of certain elements, the placement of various level design elements, the length of the level, and many other factors. These observations enabled us to make adjustments to improve the player's experience.

laser.png
laser1.png
mine.png

Identified issues​

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During this first blocking test, we identified several issues :

Placing elements in the foreground can disrupt the player’s experience, especially in a game that requires precise movement and control.

mine.png

The proportions of certain parts of the blocking made the player's movements nearly impossible.

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In certain areas of the level, the players found themselves in large empty spaces where they could easily get lost, whereas our intention was to always guide the players naturally so they knew where to go.

Reflection

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After identifying the issues with the first blocking, we met to work on a new version that would better align with our intentions and provide a more enjoyable experience for the player.

BOARD3.jpg
BOARD2.jpg
BOARD1.jpg
laser.png
laser1.png
b2.JPG

Blocking V2

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In this new version of the blocking, based on the tests we conducted on blocking V1, we implemented many changes. This version subtly guides the players throughout the level, while maintaining a balance between challenging moments and periods of rest where the difficulty decreases.

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Difficulty level :

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mine.png
preambule.JPG
Tuto.JPG

In this first area, the players learn how to move and face their first obstacle, preparing them for what awaits them ahead in the level.

TUTO/CHALLENGE

mines zone

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secondChallenge.JPG

CHALLENGES +

Laser zone

Laser/mines

zone

In the factories, the players will encounter varying levels of challenge, ranging from medium to high difficulty.

mine.png
mine.png
CALME.JPG

CALM

Once out of the factories, the tension the players experienced is eased by removing any challenges in this area.

The minefield increases the tension by raising the level of challenge compared to the factories.

mine.JPG

CHALLENGE ++

mines zone

mine.png
Calme2.JPG

After the minefield, the tension is reduced once again by removing any form of challenge or difficulty, preparing the players for the final test.

In this final challenge, the players will need to draw on all the experience gained throughout the level to complete it.

challenge.JPG

CALM

CHALLENGE +++

falling object zone

pngv2_edited.png
mine.png
mine.png

Space Delivery​

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At last, the finished product! You’ll notice that certain parts of the level have been slightly modified, as we improved them based on the feedback from our tests. As mentioned earlier, I also made some adjustments, such as adding a radioactive area and falling objects, which you’ll find in the game, to diversify the challenges the players will face.

​​​I often talk about the level design elements I programmed, as that’s what I enjoyed the most in this project. However, I also took care of programming the checkpoints, player health management, save system, key system for opening the factory doors, menus, collectibles, and all the elements that required code logic.

mine.png
laser.png
laser1.png
mine.png
Decor2.JPG
mine.png
Decor8.JPG
mine.png
Decor4.JPG
mine.png
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