Nathanaël DUSSAUD
Level Designer Junior
Dead by daylight
The Game
Genre : Slasher
Developers : Alone and one friend for the blueprint
Time to do it : 1 month
General Informations
Software used
Unreal 5 (BSP + Blueprint)
Visio
Powerpoint
What I have done
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Level Designer :
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Made the 2D/3D part of the game
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Script some features and communicate about it
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Put all the GPE in the level
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Test the level
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Correct it
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Pitch of the map
I only wanted to do a DBD map. But every map comes with a new survivor or a new killer and sometimes both. So, I decided to do some Game Design, to propose a new survivor and a new killer.
The theme of each character is base on the TV show “Hannibal” that I really like and enjoy to watch.
I also wanted to do some Game Design because for me (135h of game) there is a lack of teamplay between survivor. Nothing motivate them to heal someone or safe a survivor from the hook quick. Furthermore, there is an huge difference of skills needed between survivor and killer. It’s easier to play killer, specially killer with special ability like ghostface who can be ear if he crouch.
I choose a map with an unique building. Those maps are easier for the player to learn them, because none of the rooms look the same.
Intentions
Game Design
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Give others opportunities for the survivors to escape or damaged the killer capacities
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Really working on the teamplay with the survivor
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Work on the player's skills on the killer side, like his memory
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Keep the satisfaction to play the killer
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Play with the verticality (Give some possibilities to see the action with a better angle)
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Work between straight line for the killers and angles for the survivors
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Every rooms and pieces must be unique. It's easier for the player to know where he is.
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Motivate more strategies from the player with the new door mechanics
Level design part
Inspirations
My inspiration for the map was the Baltimore domain and the Noisy castle for the verticality and the architecture. And the Palazzo medici from the season 3 for the environment and architecture
Game Design
For the GD part, I wanted to do a survivor and a killer to bring to different intentions to the game. On one side a survivor who can really play on the teamwork and on one side a killer who is pleasant to play and asks more skills.
And also new mechanics to help the survivor with more strategies and erase the differente capacities of the killer during a few seconds.
For the 2D Layout I always started to do the room and then add all the interactible already know in Dead by daylight
2D Layout
Then I added the new features such as the bottle of water for one of the killer's capacity and doors/keys.
Doors and keys
Bottle of water
And also added all the antidotes and other features from every killer realeased previously
Blockout
After everything done on paper. I used Unreal Engine 5 during two weeks to make the
blockout.
And after a few playtest, I corrected every wrong aspects and unclear workdshop through the map.
Then I made a LDD to explain every intentions around the workshop and how I worked on it.
The document gives also more explication about the intentions for the map.
Blueprint
By following some tutorials I wanted the most accurate DBD map. So I made some randoms spawns for the player and the chest in the map or the basement. The code look into an array of object place in the map and choose one to spawn the chest or the player.
But also a sprint because It is necessary to escape from the killer. It is two floats who switch from one and the another when the player press the input
And a crouch feature who switch between two animations and also change the size of the capsule around the player.
The rest of the feature was made by Damien Soustre.