

SILENT WATCHERS (WIP)
For this project, I explored environmental storytelling and player guidance, drawing inspiration from the VISAGES level in Clair Obscur: Expedition 33. I focused on crafting a distinct mood, both unsettling and calming, while guiding the player through key moments in the level using lighting, layout, and props. The main goal was to design an authentic, playable level that adheres to the style and conventions of Sandfall Interactive.
VIDEO RENDER
RENDER GALLERY
In terms of my workflow, I followed my usual pipeline: starting with a blockout, integrating assets from the packs I had available, and then focusing on lighting, atmosphere, and finally rendering using a Cine Camera Actor. This approach allowed me to emphasize level composition and mood while efficiently bringing the environment to life.
BLOCKOUT TO RENDER
LEVEL BREAKDOWN
The level is designed to be mostly linear, with a few optional paths where players can find collectibles such as Lumicolors, Pictos, or Chromas in Clair Obscur. Player guidance is achieved through flora, sculpted faces in the rock, and lanterns, providing clear sightlines for navigation.


The layout follows my reference, featuring floating rocks for jumps, progressively placed enemies protecting collectibles, and additional lighting to highlight key structures like the sculpted faces. I chose this design to focus more on lighting and cinematic rendering, adding a painterly feel with grain and a cinematic look via the Cine Camera Actor to evoke the atmosphere of Clair Obscur.


At the end, players encounter an expedition flag from the original game, hinting at a boss or quest finale, and are rewarded with a new weapon for one of their characters.


LAYOUT TOP DOWN
Before starting the blockout, I sketched a layout to plan the overall arrangement of the level. This helped me define the main path, optional side routes, and placement of key elements such as collectibles, obstacles, and enemy encounters. By establishing a clear structure beforehand, I could ensure a cohesive flow and intuitive navigation for the player while preserving the intended mood and pacing of the level.

SOFT MOODBOARD

CHALLENGES ?
The biggest challenge was achieving renders that matched the vision I had in mind: a floating rocky island shrouded in mist. I went through numerous lighting iterations to capture a warm, pinkish, reassuring atmosphere while maintaining a threatening structural feel. This process taught me to better understand lighting techniques, which honestly took up around 50% of my time on this project.
The second challenge was scripting, which is why the project is still a work in progress. I’m using this as an opportunity to improve my scripting skills for more efficient level creation in the future. My goal is to make the level 100% playable, eventually adding mechanics inspired by Clair Obscur, such as abilities to traverse platforms, lootable collectibles, third-person camera management, and other features requiring Blueprint edits.











