Hugo Lefebvre's profile

Bolt'n'Punch - Student project

The project is the product of a collaboration between multiple university students in different concentrations. This entry focuses on the level design I did for the project and will not enter into the other team members' work. Their names and roles will be credited at the end of this entry. The stage in which it is presented in this entry is not a final products, but only a technical showcase.
Bolt'n'Punch is a first-person 3D Beat'em up set in a future food ration factory -OrganiCorps- overtaken by a robot riot. The first character, nicknamed Lyft, has been working as a heavy-load employee for the company for over 20 years. The easy yet monotonous work finally caught a breat when the event happened, creating a breath of fresh air for our protagonist that finally has an opportunity to LIVE in the moment as they receive a call for help from their boss. Using the lifting gauntlets with a few tweaks, Lyft can punch around robots like scrap-metal to make their way all the way to the executive room to free their boss from the grasp of the metal interlopers.
Gameplay video made for a school showreel of all four projects, played in the final build delivered for the technical showcase.
This blocking was made in collaboration with Chrisitan Forget to serve as a gameplay mechanics sandbox, letting people see and tests the different gameplay elements at their own pace. The map also serves as a testing room during developments as well, to verify systems behaviors and replicate bugs.
This image represents the map before playtests were made. Regular feedback commented on the lack of space and verticality. The next image is an attempt to remedy the situation in the little time allowed before the project's deadline.
Technical showcase map before playtests
Technical Showcase map after playtests, as presented to the level artists for the project's deadline.
The following images are snippets of the blocking made to demonstrate the level artists the geometry required for the completed level. The blockout tool plugin was used to build the layout with a specific set of metrics to optimize the character controller's maneuvers as well as the learning curve.
Management
-Xavier Ménard-Beaudoin, Project manager

Programming
-Emile Paré, Lead programming: General programming, Character controller
-Rémi Côté, Combat Design and AI programming
-Anthony Legros, Technical designer, event system programming
-Aryane Duperron, Combat programming, destructible interactions
Art
-Guillaume St-Germain, Lead artist: Environment artist
-Thomas Guémon, Environment artist
-Léa Villeneuve, Character artist, animator, rig
-Jérémie Plamondon, Technical artist, environment artist
-Cédrick Lemaine Romulus, Graphics design and Character blocking & rig
Design
-Hugo Lefebvre (Me), Lead designer: Level design, systems design, some narrative design
-Frédérick Bélanger, Combat design and UX
-Félix Marcoux, Technical design, Narrative design, Combat programming
-Christian Forget, UI/UX and Level design
Bolt'n'Punch - Student project
Published:

Bolt'n'Punch - Student project

Published: