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JOLEEN

In this school group project, the player must locate the mechanics who will unlock the next level. We wanted to create a soothing atmosphere, allowing the player to take their time and fully appreciate the environment.

INTRODUCTION

In this third person platformer game, we play as Joleen, a forest dweller searching for a way back home.

PROJECT DETAILS

- Obligated to do one level

- Each level is on Data Layers

- Include a mandatory path

- Unreal Engine 5

- Developed in 3 weeks

- Affordance

- Greyboxing/Blockout

- Environment Design

INSPIRATION

Kena: Bridge of Spirits

When the game was released, I watched a lot of walkthroughs to analyze the level design and visuals, which I really like. It blends exploration and puzzle-solving, which is exactly what my team and I wanted to convey.

Kena BoS

CREATION PROCESS

Reference

Planification

Before starting this project, it was mandatory to get some references.

My level is set in a remote village far from civilization, where the inhabitants are self-sufficient, relying on fishing and farming for their livelihood.

I drew inspiration from The Lord of the Rings, particularly the depiction of the Shire, as well as the video game Tiny Glade.

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Before starting this project, it was mandatory to do preparation and brainstorming. 

I write down everything I want to accomplish on
Trello to help me stay organized and keep track of my tasks more efficiently.

Now I can stay organized without getting lost.

PAPER AND FINAL DESIGN

JoleenPlanLoin_edited.png
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LEVEL WALKTHROUGH

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JoleenEnterTheVillageCut.gif

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Enter the village

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CrossTheRiverCut.gif

Cross the river

JoleenGetAWayOut.gif

Find a way to get out

FindTheBook.gif

Find the magic book

FindTheKey-min.gif

Find the key

FindAWayOut-min.gif

Get out of the village

JoleenExploreTheVillageCut.gif

Explore the village

JoleenJumpOverTheRock.gif

Go over the rock

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AFFORDANCE

To enhance affordance in my design, I chose to place signs similar to those typically found in a village to indicate the path.

Additionally, I added
colorful and emissive butterflies to catch the player's attention and subtly guide them along the way.

VraiPourVrai (1).gif

MECHANICS

The main and essential mechanics of the game are walking, jumping, and beamwalking, forming the basis of player movement.

In my level,
the key mechanic is the double jump, which allows players to clear the rock blocking the path and continue toward the exit.

MagicBook.gif

VERTICALITY

Half of the level takes place on the ground, while the other half unfolds in the air.

I designed it this way to create a clear distinction between the gameplay before and after the
discovery of the new mechanic.

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BACKGATE

At the beginning of the game, when the player enters the building, the gate closes, creating a back gate. The player will not be able to leave until they have acquired the necessary mechanic and found the crystal that will unlock the path to the final area. The adventure truly begins here.

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CONCLUSION

This project allowed me to discover and learn the basics of teamwork, a new experience for me. Collaborating with my team was very rewarding, especially since we managed to create a dynamic where everyone was supportive and attentive, which facilitated the creative process. It was inspiring to see how much we could accomplish together in such a short period of time.

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Completed in just two weeks, this project presented a real challenge due to the tight deadlines. It taught me how to manage my time effectively and prioritize essential tasks, key skills in the field of Level Design. The pressure helped me focus and push my creative boundaries, allowing me to grow both personally and professionally.

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If I were to revisit this project, I would add collectible items, strategically placed throughout the level. These elements would enhance exploration and provide rewards for players, especially completionists, while also strengthening immersion and attention to the finer details of the design. This addition could offer more depth to the player's experience and further emphasize the world-building aspect of the game.

© 2025 by Coralie Leblanc. 

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