Mar 2006 - Oct 2006 | Ubisoft Paris, France
Level Designer
63
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.

My work:
  • 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.
  • Debug: 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.

    Videos


    Screenshots


    Additional informations
  • 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.