Uncharted : Mont-Saint-Michel

OVERVIEW

Intention.

Our intention was to create an Uncharted-style chapter set at Mont-Saint-Michel to represent one of France’s most visited monuments. To achieve this, we used AGLS, a AAA template for Unreal Engine 5. Given the extensive content available in the template, we focused on few features: Traversal, AI (enemies), and added our own features, such as checkpoints, health feedback, and barks.

Team.

We were a team of 5 Level Designers working on this chapter. We divided the level design into 5 distinct parts, each based on the landmarks we identified at Mont-Saint-Michel. The transitions between these parts were one of the main challenges.

PRODUCTION

We used an AAA Ubisoft pipeline for this project. For collaboration, we relied on documentation and Perforce.

I was responsible for my section of the level, with the goal of creating approximately 5 minutes of gameplay content. Additionally, I handled technical design, setting up features using Blueprints in Unreal Engine.

SYNOPSIS

After the decisive battle of the Boudican revolt in AD 60, the Romains, freshly victorious gave many riches and treasures as offering on their way back to a Neptune Temple built on the Mont-Saint-Michel.

Amongst those gifts lies the spear of Boudica, ultimate war spoil.

2025, the United Kingdom offers a huge reward to anyone who could give them back their heritage, the spear.

Treasure hunter from all around the world tries to find it, among them, Shoreline, a private army and of course, Nathan Drake.

QUEST ID

BUBBLE MAP

The bubble map was a key document before we started working on our individual parts. It helped us develop a more precise vision of the entire level. To create this document, we used the 3D view of Google Earth, YouTube videos of tourist visits, and photos to identify the landmarks we wanted to represent. Once the landmarks were identified, each team member took a portion of the bubble map and began working on it.

I was in charge of the 'Narrow Streets' section, from the narrow streets to the Square.

QUEST DIAGRAM

This document aimed to synthesize my quest across all aspects: gameplay, narrative, and technical.

SKELTON FLOW

Since this was a linear level, the skeleton is quite simple. It helped me clarify my intentions and consider every situation in relation to the previous and next ones.

REFERENCES

PROTOTYPING

Since I had the template in Unreal, I created many prototypes of different situations I had in mind and playtested them with the team to see what was fun and interesting for our chapter.

One of the best ways to understand the fun in traversal was to recreate the first situation from the beginning of Uncharted 4.

FINAL RESULT

Walkthrough of my section

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