About the game :
"Take A Shot" is a Survival/Horror Third Person Shooter developed in Unreal Engine 4, which I worked on during my 4th year at ECV Lille.
The initial blockouts of the Abbey.
The initial blockouts of the Abbey.
The final version of the blockout, just before we started placing in visual assets. Next to it, the original plan from the Abbey of Fontenay, which served as a base for the layout of our Abbey.
The final version of the blockout, just before we started placing in visual assets. Next to it, the original plan from the Abbey of Fontenay, which served as a base for the layout of our Abbey.
Designing the Level :
The game takes place in an Abbey, so the layout came from the real plan of the Abbey of Fontenay, which I then modified to suit the needs of our game. 
I made several versions of the Blockout of the Abbey to fix issues, take into consideration the feedback I received from the team and answer the needs and objectives of our game.
A behind the scene look at what the prison cells were initally going to be like. This encounter was created directly in UE4 and then implemented into the level.
A behind the scene look at what the prison cells were initally going to be like. This encounter was created directly in UE4 and then implemented into the level.
An example of an in-game encounter that was created directly in UE4 and then implemented into the level.
An example of an in-game encounter that was created directly in UE4 and then implemented into the level.
Patrol Points of hostile NPCs. The aim was to properly balance the presence of hostile NPCs throughout the game.
Patrol Points of hostile NPCs. The aim was to properly balance the presence of hostile NPCs throughout the game.
Early documentation before creating the first version of the level's Blockout.
Early documentation before creating the first version of the level's Blockout.
A map of the whole level I made for my team, with labels on each room and the player's path.
A map of the whole level I made for my team, with labels on each room and the player's path.
Testing and improving the Level : 
The level was always extensively tested and new ideas were regularly being designed, tested and integrated into the game.
The Blockout helped me figure out and visualize the navigation, collisions and overall layout of the Abbey as well as improve and adapt the pace of the game and its learning curve.
What I learned :
 Working as a Level Designer on this project has taught me how to confidently approach problems and bottlenecks when designing Levels and find creative, efficient and satisfying solutions to the problems. 
It helped me improve my overall skills as a Level Designer, but also my capability to adapt my work to the valuable feedback I got from my team and from playtesters. 
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