— PROJECT NAME
The Sandbox
— SUPPORT
PC, Mac
The Sandbox is an online social gaming platform. It has a strong UGC component, players being able to create various type of gameplay within their own short level, ranging from hardcore platforming, narrative horror to party-game puzzles.
Tools :
- Game Maker (in-house Engine)
- Miro, Figma
- Jira
Tasks :
- Level Art of IP-based level.
- Concept Prototyping for new feature & gameplays.
- Proof-testing experimental gameplay mechanics to assess feasability and technical limits before Content-oriented LD could reuse them.
- Turning said experiments into full fledged levels.
Difficulties :
- Integrating IP demands and Live-Ops requirements into the Level's flow.
- Finding solutions to overcome technical limitations.
— ROLE
Level Designer
Level Artist
— DATE
March 2024 – Today (current)
Titan Fight
This level features a giant enemy encounter inspired by large-scale boss fights such as Shadow of the Colossus, where players must climb and interact with the boss as part of the fight.
Due to The Sandbox’s MMO-like structure, quests are handled individually while the level progression is shared between players. This required designing mechanics that remain clear and functional even when multiple players experience the encounter at different stages.
Gameplay Readability
The Sandbox's engine is providing flexible but basic gameplay tools, enabling creators to build various type of level.
However, the coexistence of official & UGC content created major readability issues : each level could introduce completely different gameplay (racing, shooting, quizzes..) with each their own rules, visual cues etc.. The result is an overall experience difficult to understand for new and casual players.
Flow & Structure
The fight is structured as a progressive gameplay tutorial, gradually introducing the boss mechanics before requiring full execution during the encounter.
Environmental storytelling reinforces this escalation: the level begins in a quiet museum, gradually revealing a strange laboratory filled with portals and robots, before culminating in a reality-breaking confrontation with a giant attacking robot.
Design breakdown below focusing on the flow to ensure player understanding. Overall map visuals at the end of the page.
Improving the workflow & tools for Level Designers & Player Users
Tools :
- Game Maker (in-house Engine) & UE5
- Miro, Figma
Tasks :
- Testing the game engine's new features and providing GD/LD feedbacks.
- Designing Gym Tool levels for other teams : Testing & Balancing maps for GDs, VFX "showroom" for QA & LDs…
Difficulties :
- Working in a very segmented team with little communication.
- Finding a middle ground between player accessibility, IP / Live-Ops requirement and Level Design needs.
- Working on an engine both aimed at very casual users (UGC) and advanced users (Industry people).
Cross-Team Support
Within The Sandbox, I acted as an Art Level Designer, collaborating with multiple squads (Content, Art, Marketing, Design..) to improve the engine usability, content quality & production workflows.
Unlike Content-oriented LDs, my role was to bridge the gap between said teams by providing :
- Game & Level Design insights.
- Technical knowledge of the engine.
- Practical documentation & tools (testing levels, visual concepts..)
Gameplay Readability
The Sandbox's engine is providing flexible but basic gameplay tools, enabling creators to build various type of level.
However, the coexistence of official & UGC content created major readability issues : each level could introduce completely different gameplay (racing, shooting, quizzes..) with each their own rules, visual cues etc.. The result is an overall experience difficult to understand for new and casual players.
To address this, I contributed to establishing visual and level design guidelines aimed at standardizing gameplay communication, including:
Tools :
- Game Maker (in-house Engine) & UE5
- OBS
- LightTracer
Tasks :
- Design & Capture of visuals & video materials for Marketing and exchange with IP-owners.
- VFX Design & creation overview.
Difficulties :
- Providing understandable visuals and voicing the engine's technical limitation to people that are not familiar with video games.
Characters & Branded elements belong to their respective IP.
Making a colorful and lively level to roam in, with psychedelic and wacky “high” areas.
A faithful adaptation of the show’s Villa in a day & night cycle that evolves along the player’s choices.