Jedi Fallen Order
DESCRIPTION
In the context of the end of the story in the game, Jedi Fallen Order :
A few weeks after Cal Kestis destroyed the holocron, the crew of the "Mantis" received a distress call from Kamino. Rescue the scientists on Kamino and counter the 4ᵉ sister.
ROLE
Level Design Level Builder Lighting
GENERAL INFORMATION
Action-Adventure 2022 PC Blockout
TOOLS
Unreal Engine 5 PowerPoint Discord






THE PROJECT
The project took place in a student workshop context.
Composed of a small team, our group consisted of four members:
- One Narrative Designer
- One Technical Designer
- One General Game Designer / Animator / off Technical Designer
- One Level Designer
Our goal was to create in three weeks a level inspired by the Jedi Fallen Order universe.
This level had to contain the 3C of the character and one or more exotic mechanics in addition to those already present in the game.
MECHANICS
Our project includes the following game mechanics:
- Jumping
- Double jump
- Attacks
- Dodge
- Climbing
To this, we have added an exotic mechanic and movement mode.
- The astral phase: which consists in a change of state of the player, making him pass from his physical body to an ethereal form. This ethereal form allows the player to pass through certain surfaces and to engage certain mechanisms specific to the form.
- High-speed tubes: The main means of transportation within the Kamino station, they allow the player to move quickly between the different platforms. In this way, the player can circulate without hindrance in the complex. But these are one way.
CONSTRAINTS AND SOLUTIONS
Besides the time pressure during the production, our main concern was the full exploitation of our exotic mechanics combined with the basic mechanics of the game.
To make it interesting, we needed an LD that allows backtracking in certain places, but also to think about the player's movement in spaces with or without astral form.
It was also a question of blocking certain collectibles only accessible thanks to the use of this exotic mechanic.
Constrain without blocking, make discover without guiding too much.
To solve this dilemma, some rooms have been redone from scratch, to better fit this gameplay will.
The second technical constraint was the implementation of the AI and its proper functioning in front of the player.
Indeed, its appearance considerably increased the difficulty of some levels, making them far too complicated for the average player.
But after testing and balancing, the AI was less of a problem.
Team Members
GD
Matthieu Equilbecq - Narrative Designer
Korine Trieu - Technical Designer
Anthony Besse - Generalist, Animation, AI