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Louis DUPRAT

OVERIZER

OVERVIEW

Overizer Movie Breakout is a third-person action-adventure game.

The player's objective is to achieve his or her best score and complete the various challenges, and the main way to do this is to hit objects and enemies. 

MY ROLE IN THE TEAM
  • Produce the level design for the game's various zones

  • Assist the game designer in the choice of mechanics

  • Produce props to help art department and guarantee a wide variety of props 

  • 6 months to make the game

  • Produce a minimum of 15 minutes of gameplay  

  • Make a 3D action-adventure game in a team of 5 

  • Only level designer on the project

PROJECTS CONTRAINTS

MECHANICS

​Video steps :

  • 1 - Super bar fills up player hits objects 

  • 2 - Super bar full, player can activate super mode

  • 3 - Player score fills up when player hits objects 

  • 4 - Feedback on player when super mode is activated, player can ignite objects  

  • 5 - Objects propelled by the player in turn ignite objects in contact with them

GENERALIZED PHYSICAL INTERACTIONS

The game's main mechanic is based on the fact that all props have physics. As a result, the player can hit them, which serves three purposes :

  • Send them at ennemies

  • Gaining points for the high score 

  • Gain energy for Super Mode 

Once in super mode activated, the power of projection is greatly increased and ignites objects that can ignites enemies and other objects in turn.

LEVEL DESIGN

To fit in with the cinema theme, I had to imagine the zones as film sets. So there are 4 main zones and a number of additional areas : 

- The storage area  (0)

- Johnny Fistfire's apartment (1)

- The city area (2)

- The egyptian area(3)

- Additional areas (4)

Area 4
Area 4
Area 3
Area 3
Area 2
Area 2
Area 1
Area 1
Area HUB
Area HUB
  • Serves as a transition area to access the other area 

  • There's no separation (physical but more in terms of design/atmosphere) between area 1 (it's not a safe zone) but this was done to keep the arcade and shooting shed spirit

  • This is where you'll find a summary of our completed missions  

  • Give an overview of the area 2 (See image 2)

  • Access to area 2 is hidden in a reinforcement (the path is barely visible) to guide the player along the critical path into the Egyptian area

Area transition / HUB

3rd area on the theme of Egypt was transcribed by :

  • By enemies in the form of Anubis 

  • His buildings (in the form of temples) which serve as a platforming phase

The is in the form of a "tunnel": buildings on both sides and nothing in the middle, giving a direct view of the boss
Direct the player to other access points in area 3 once the area has been visited

Area 3

Last and largest zone of all, it serves as the final area for the games
The cinema set represents a street differentiated from the other two by the numerous neon lights.

 

The architecture of a city offers a challenge : 

  • Thanks to the various shooters on the rooftops 

  • But alors the bosses at the top of the towers: the main threat/challenge for the player

  • Provides several possible paths that all lead to the tower

Area 4

The first zone serves as a "test room" for the player, allowing him or her to test the character's various abilities with different elements.

It's designed to :

  • Safe for the player 

  • Learning combos without enemies

  • Using physics on objects

To avoid creating too rough a transition, the room  :

  • A single exit for the play area 

  • No vision of the continuation: don't overwhelm the player with information from the start

  • Neutral area teases out the differents moods of future areas (screenshot statue / egyptian area)

Area 1

The 2nd area is a global introduction to game's various elements : 

  • Basic enemies : enemies charge at the player and attack in close combat 

  • Shooters : ranged enemies that don't respawn (presentation of a special enemy, but not as strong)

  • The boss : introduced as soon as you enter the zone, doesn't leave his arean to give players more time 

To facilitate the introduction of elements to players, the zone : 

  • Takes the form of a corridor to hide futures elements form players 

  • Presentation of overall design (cineam set : scenery / camera)

Area 2
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