HOME > WORKS > RED STEEL
Level Designer
Everyone knows that game! It's a First Person Shooter in a japanese setting, with a fix of gunfight and katana duels.
I've worked on it during 6 month (march to oct 2006) at Ubisoft Paris and made two levels and given an hand on debugging some others.
Overview

RedSteel was a pretty exciting project. The first FPS of the Wii, and this new “revolutionary” controller. We all think that the controller could help us to do a fps as we do a fps on PC. That was false and the wiimote is not like the keyboard/mouse combo. That’s perhaps the bigger mistake done.
Beyond that, this project combined all the difficulties possibles : A new hardware, a new controller, a new dev team, a short timing. What have 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.
Production 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 help on some other levels.
For more details on my work, I wrote a making of about the conception of the level I’ve done and two videos below.

  • Mission 7 - Part 1

Get Flash to see this player.

  • Mission 7 - Part 2

Get Flash to see this player.



Some links

> Making of a level: How I worked on Red Steel.
> Team at work pictures

Videos

  • Red Steel Fake Footage

Get Flash to see this player.

  • E3 2006 Nintendo Conference Demo

Get Flash to see this player.

  • E3 2006 Eric Cousian (Level Designer) interview

Get Flash to see this player.

  • Red Steel IGN Coverage

Get Flash to see this player.

  • Red Steel Trailer 2

Get Flash to see this player.

  • Red Steel Multiplayer Trailer

Get Flash to see this player.

  • Gametrailers Red Steel Review

Get Flash to see this player.




Screenshots