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My role: level designer

My missions: paper level design, blocking, integration of LD bricks, implementation of progression logic in visual scripting, writing and integration of dialogues, placement and animation of NPCs, objective and achievement system, camera management...

Years: 2021-2023

Flashback 2 is the sequel to the eponymous franchise, a 2.5D action-adventure game where you once again play as Conrad B. Hart to face the morph invasion.

 

I worked on it as a level designer throughout its development .

 

 

Released on November 16, 2023

Details of my experience

I joined the Flashback 2 team when it was first formed at the project's launch and was involved in its entire production up until its release and first patches. This is my first game as a professional.

 

Flashback 2 was a very formative experience, during which I worked on many aspects of the game, going beyond the classic tasks of level design.

 

My main level design tasks were:

  • paper level design then 3D blocking of the levels

  • integration of LD bricks

  • implementation of progression logic in visual scripting

  • setting up and tweaking cameras

  • setting up visibility blockers (commonly called "fog of war")

  • LD bricks documentation

I've done about a third of the game's levels.

 

As for the narration, my missions were as follows:

  • writing the first intentions of certain dialogues

  • drafting of the first intentions of certain collectible documents

  • creation of the lore of certain characters (Nat'lea, Shaa'man)

  • choice of animations and integration of NPCS with behavior routines and barks

  • narrative database update

 

I also took care of the game flow :

  • management of the system of objectives and sub-objectives

  • achievement system management

 

I even happened to touch on more graphic aspects :

  • generating elements with Houdini

  • placement of props and decals (for level design tweaks or to add environmental storytelling)

 

It's a project in which I was able to touch on a lot of things, I was really at the heart of its creation on a technical level, although I didn't have a lot of decision-making power (especially in game design, which I would have appreciated). I also learned a lot about managing a project in a company, from its launch to its release, including all the classic milestones of video game development.

 

Even though Flashback 2 didn't live up to what we would have hoped for, it remains, in my opinion, a very enriching experience, one that I'm glad I had and from which I learned many lessons and new skills.

 

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Pauline Delcroix

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