Released dec 2006 on Wii
Developed by Ubisoft Paris, France
Level Designer during 8 months (mar-oct 2006)
RedSteel was a pretty exciting project. The first FPS of the Wii and its new "revolutionary" controller. We all thought that this controller was very near the keyboard/mouse combo and that we could make console FPS looks like PC FPS.
That was pretty false and the wiimote is finally a third kind of controller with the pad and the keyboard/mouse. That was perhaps the biggest mistake done by the design team on Red Steel.
With that, this project combined lots of difficulties : A new hardware, a new controller, a new dev team and a very short timing. Finally what has been done isn't really a good game, but in my opinion it's a pretty cool result compare to the circumstances.
Design of one level:
Defined the entire walkthrough, tuned the gameplay's elements and narrative events.
Making of two levels:
Built level's architecture, npc's paths, scripting events (npc reinforcements, events, etc), difficulty and rythm tuning.
on my levels and some other levels too.
For more details on my work, I wrote a making of
(in french) about the conception of the level I've done and these two videos : Mission 7 Part 1
& Part 2
Making of a level
: I've wrote a making of with lots of screenshots and artworks about my main work on Red Steel.
Team at work pictures
: Pictures has been took at the Ubisoft Paris studio. You can see the team working on Red Steel.