Maxime Bodereau
Game/Level Designer
Hypercore
Hypercore is a rhythm/bullet hell game developed by Game In A Frame. The player must progress through levels where the obstacles are synchronized with the music. It's an arcade and scoring game where skill and focus play an important part.
Link : Steam
Tasks :
Game/Level design : Beatmaps of several levels, synchronize the music with enemies. 3D level blockout and final assets set-dressing. Balancing of mechanics and scripting.
Game art : Some of the 3D assets of the levels I was in charge of.
Anxiety Break
Normal difficulty
Beatmap design, blockout & set-dressing
Goodbye Planet
Normal difficulty
Beatmap design, blockout
In Isolation
Easy difficulty
Beatmap design, blockout, set-dressing & 3D modeling
Read more
Beatmap design :
Obstacles are generated based on the music and retouched by hand. Each level has its own obstacles and settings. All this is integrated with a spline system in the game.
Blockout :
The levels are designed to show the most variety and environmental narrative condensed into a circuit that usually lasts 3 or 4 minutes. The focus is on how the set shows and hides things according to the music and the mood.
8th Heaven
Tasks :
Game/Level design : Core mechanics and structure. Blockout and set-dressing of areas.
Programming : Game systems (routine/IA, dialogue, mini-games). Technical direction and integration with the graphic team (shaders, spine animations, props-art).
Night in the Pool
Night in the Pool is a point'n click and investigation game inspired by j-horror games like Danganronpa. The player goes to a closed pool in search of ghosts, and many mysteries await him...
Link : Itch.io
Tasks :
Game/Level design : Game & narrative structure/pacing. Game environment.
Programming : Scripting, dialogue, interactions and cutscenes.
Hunger
Hunger is an thrilling investigation/point'n'click game. Search of clues and follow your suspect's daily routine through a day/night cycle and a time loop that will require you to interact at different times of the day.
Link : Itch.io
Tasks :
Game/Level design : Game & narrative structure/pacing. Game environment.
Programming : Scripting & gameplay mechanics.
Tomodomo
Tomodomo is an adventure/point'n click game where you spend an evening confined inside your home. The concept of the game was to have several different endings depending on the player's actions during the evening.
During this evening, you are in constant phone dialogue with your girlfriend. All objects in the game are manipulable with physics and the whole game fits on a one hour timeline.
Note : The game has not exceeded the prototype state.
Tasks :
Game/Level design : Flowchart and branching of the game sequences. Structure and environments.
Programming : Game systems (physics, shaders, dialog system and object interactions).
Script : Script and dialogues.
Left 4 Dead Study
This level design study was made in order to show how Left 4 Dead creates narration in the structure and in the rhythm of its levels.
Links : Unity build - Documentation (french)
Tasks :
Level design : Blockout, production documentation (heatmap of enemy spawn, event's flowcharts)
Read more
Left 4 Dead :
Heavy focused on crowd management, the levels alternate between corridors/alleys and large spaces such as parking lots/roofs, in order to offer crisis situations to manage, considering the possible random appearance of waves of zombies and specials infected who poach players who wander too far from their group.
Background :
You play as 4 students trapped in an academy. Your final goal is to reach a lighthouse located on a cliff not far from there. The episode is initially divided into 3 levels, and the one presented here is the first. Players must reach a barrier on the beach next to the academy.