
Campus ADN​
DEVELOPMENT TIME
15 weeks
ROLE
Assistant-Lead Level Designer
Narrative Designer
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TEAM
8 Level Designers
7 Animators
2 Character Artists
6 Level Artists
1 Fx Artist
EDITOR

Game Description
Blank is a story-driven puzzle platformer game with stealth aspects. Its core mechanics are around what we call ''Perspectives'', which is basically to make objects appear (Additive) and disappear (Subtractive) to navigate in the environment. Throughout the game, the player has to solve the navigation puzzles to get to his next objective.

Level Design
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GAMEPLAY INTENSIONS
1. Challenging the player on its skills.
2. Playing with rhythms: fast pace sequences V.S. stealthy suspense moments.
3. Mastering the perspective mechanics combined with the ingredients of the game.
STRUCTURE
Linear Level
Critical Path which sometimes split in two, to offer different types of challenges.
Spaces for environmental storytelling.
CONSTRAINTS
Level: 6 out of 8
Difficulty : Medium / Hard
Method: Gray Boxing
NARRATIVE INTENSIONS
1. Blank gets his memories back as he progresses through the Ruined Outskirts.
2. Blank and Lov are building a trusting relationship.
3. Lov tests Blank's skills and observes the way he deals with the enemies and their environment.
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*Please note that this is not the final version of Blank, so there might be changes between this video and the steam release.
Perspective Controls




The whole gameplay was based around this mechanic, which was our main focus through our designs.
Alpha State (Greyboxing in Unity)
Level Design
Iteration Process
LDD (SketchUp Draft)


Challenges & Solutions
Fast Pace production
CHALLENGE :
1. Adapting to game design changes: Some ingredients were cut during the process.
2. Designing before all ingredients and enemies are ready.
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SOLUTION :
1. Getting the metrics and behaviors of missing ingredients and NMEs.
2. Communication with all departments to quickly react to changes.

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Framing v.s. Perspective Mechanics.
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CHALLENGE :
1. Perspective Walls and platforms often hide important information on navigation puzzles for the player.
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SOLUTIONS :
1. Use tools provided by game designers, like the "vision puppets" ingredient to give a better framing on the puzzle.
2. Use verticality and different angles in the player's first point of view on the sequence.
3. Move the perspective ingredient on the grid even if it only gives a little more framing on the sequence.
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As an Assistant-Lead Level Designer
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CHALLENGE :
1. Game unity: Making sure that all levels feel like one game.
2. Time management: short deadlines with a lot of responsibilities.
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SOLUTIONS :
1. Making time for level design meetings to review all maps together.
2. Making sure the team keeps in mind the gameplay pillars and intentions in their designs.
3. Trusting my teammates and assigns them to tasks that fit their strengths when they can.
4. A Scrum every morning, to know how everybody's job is going and making sure we keep the pace.
Complete Walkthrough
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Level Art: Sarah-Catherine Fauvelle, Selma Chakroun, Jasmine Brazo and Julie Bezza
Music: Pierre Le Cocq
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*Please note that this is not the final version of Blank. Small changes were made so a new video will be up soon.
Click here to learn more about how we created Blank's narrative design :
Blank is now available on Steam.
