top of page

AFTERLAND

I was contacted by the studio HYMERSION to design several map layouts for Afterland a Roguelite Cooperative FPS. This project allowed me to dive deeper into Unity’s level design tools, even though my main expertise lies in Unreal Engine. It was my only project developed in Unity, giving me valuable experience in adapting my workflow to a different engine.

TECHNICAL SHEET

DEVELOPMENT : HYMERSION Studio

RELEASE DATE : Not Released

TYPE : Action Roguelite

GENRE : First-Person Shooter (FPS), Co-op

SUPPORT : PC (on STEAM)

Afterland Developer

GAME SCREENSHOTS

MY ROLE - LEVEL DESIGNER

Apr. 2023 - Jun. 2023

  • Design Map variants from the assets of the original map.

  • Creation of a balanced FPS type Level Design (placement of bonuses, rewards and other elements related to the gameplay and environment).

  • Design the paper Level Design of the different variants.

  • Designing interesting situations for an FPS type game.

de631f204761964e28d6b5ba8b671e78.gif
fa8bec9bdb8de64d0c9af1c73e666fb3.gif

MY APPROACH AND INTENTIONS

My intention was to design levels that remained faithful to the structure and composition of a map previously created by their team. Each variant had to include key elements such as enemy camps, a dedicated boss area, and strong verticality. This verticality was meant to give players strategic and interesting viewpoints, especially over camps and combat or loot zones.

My approach was structured around several key points:

  • Respecting the initial composition: ensuring consistency with the original map while proposing credible and playable variations.

  • FPS balancing: carefully placing bonuses, rewards, and interactive elements to maintain a smooth and engaging gameplay rhythm.

  • Verticality and spatiality: designing situations where movement and viewpoints encourage both exploration and strategy.

  • Technical integration: adapting to Unity’s workflow and making the most of its tools, particularly prefab management, to optimize the creation of variants.

Layout Intentions

VARIANT MAP

I focused on verticality and strategic zones across a 500m² layout. Enemy camps are evenly placed on higher platforms, leaving an open central area for dynamic combat and movement.

 

Loot and bonuses are carefully distributed to reward exploration and maintain gameplay flow, creating opportunities for tactical positioning, ambushes, and cooperative play.

Step by step composition

INTEGRATION IN UNITY

images.gif

The first steps without details

04.jpg
03.jpg
02.jpg
05.jpg

Adding all camps (POI's)

Camp 01.jpg
Camp_Labyrinth.JPG
Camp_Fort_01.JPG
Camp_Tempest.JPG

Adding final details

GAME TRAILER - YOUTUBE

bottom of page