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HARBINGER

I joined the Harbinger project after being directly contacted by the developer. The game immediately appealed to me because it captures the spirit of 90s Doom-like shooters, a genre I played extensively when I was younger. It was therefore a perfect opportunity to put my skills to work in a universe that truly resonates with me.

TECHNICAL SHEET

DEVELOPMENT : Dobrx, Split Signal

RELEASE DATE : Oct. 2024

REVIEWS : Extremly Positive based on +700 reviews (95%)

TYPE : Retro Battle Arena, Action Roguelite

GENRE : First-Person Shooter (FPS)

SUPPORT : PC (on STEAM)

ENGINE : Unreal Engine 5

REWARD : Winner Biteme Game Awards 2024 (Biggest Blast)

Harbinger Developer

GAME SCREENSHOTS

MY ROLE - LEVEL DESIGNER

Jul. 2024 - Sep 2024

  • Creation of the Canyon map & Snowy map (only blockout).

  • Creation of a balanced Dynamic Retro FPS type level design (placement of gameplay elements, synergy with mechanics, blockout etc.).

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MY APPROACH AND INTENTIONS

The developer Dobrx wanted Harbinger to maintain a visual continuity with the art direction of his previous game, Cryptis, while offering richer and more dynamic gameplay. My challenge was therefore to adapt a readable and fluid level design to fast-paced and intense mechanics inspired by modern retro FPS.

To achieve this, I focused on three main areas:

  • Movement fluidity: I wanted players to chain their actions aggressively and instinctively, like in DOOM Eternal, while keeping environments uncluttered to never hinder readability or movement paths.

  • Spatial readability: I worked on architectural landmarks and strong structures to maintain a clear sense of orientation, even in vertical arenas.

  • Gameplay variety: By alternating open spaces, which favor ranged combat and mobility, with tighter areas that encourage close-quarters encounters.

A key aspect of my approach was to test and anticipate the predictability of player movements (jumps, dashes, trajectories) to prevent any frustration. This required particular attention to margins of error, a crucial factor in maintaining fast and fluid gameplay.

Layout & Blockout Intentions

CANYON MAP

On the Canyon map, my goal was to create an experience focused on verticality and aggressiveness.

The layout was designed in several zones totaling around 150m², to maintain a fast-paced gameplay rhythm. Each zone is compact, which makes navigation clear and allows the player to move smoothly while chaining combat encounters.

Blockout (adding large structures)

I then began the blockout by exploring the main shapes and volumes, based on the layout that had been previously validated with the developer. My goal was to establish the overall verticality and test the main circulation paths before adding finer details.

Blockout (adding details & artificial structures)

For the architecture, I designed zones integrated into the canyon walls, with strategic height points to provide mobility options and advantageous positions during combat.

 

I paced the exterior with platforms and elevated elements to guide movement and structure the arena without overcrowding it.

 

Finally, I built the underground section with stacked platforms to offer tighter and more claustrophobic gameplay, encouraging close-range combat in contrast with the open aerial spaces.

Next, I carried out an intensive testing phase: I tested each mechanic individually (jumps, dashes, movement combinations) and then in combination, to precisely calibrate distances, heights, and margins of error to avoid player frustration.

CANYON MAP - FINAL SCREENSHOTS

Layout & Blockout Intentions

SNOWY MAP

For the Snowy Map, I applied the same methodology as for the Canyon Map, relying on the same references and conducting the same tests for player mechanics and movement flow. However, this map stands out with a more open approach to volumes and a snowy environment, featuring its own verticality specifics, with higher passages and variations in movement and gameplay pacing.

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Blockout (adding layout + sculpting)

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Blockout (adding temple + bridge connections)

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Blockout (adding rocks structures, smooth foliage & details)

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CANYON MAP - FINAL SCREENSHOTS

GAME TRAILER - YOUTUBE

REVIEWS BY SPLIT SIGNAL

"Great to work with and very nice, gave great results as well!" on Fiverr.

"Amazing to work with, super polite and great at level design. He is also super flexible and provides documentation and a layout of the map ahead of time so you can make changes before he starts building it in-engine. This is my second time working with him because the first map he made me was so good..." on Fiverr.

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