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ALSTAN

OVERVIEW :

​Alstan is a third-person action-adventure game set in a dark fantasy desert world. The player takes on the role of Alstan, determined to defeat the master of the desert to free his sister's soul.

ROLE :

Lead Level Designer / ​Game Designer / UI Designer / Management / Communication

ENGINE :

Unreal Engine 5

TOOLS USED :

Unreal Engine / GitHub / Photoshop / Mixamo / Click Up / Discord / Google Drive / PureRef / Miro

TEAM SIZE :

11 members : 4 Game Designer / 7 3D Artist 

DURATION :

12 months : May 2024 - May 2025 (ongoing)

MY CONTRIBUTIONS

LEVEL DESIGN : ​

  • Ownership of overall vision for levels

  • Level blockout (whitebox/greybox/blockmesh)

  • Level Art

  • Level pacing

  • Placement of interactive objects

  • Segment design and adjustments based on playtests

  • Level lighting (baked and dynamic)

  • Scripted events (e.g., interactive cutscenes)

The initial intention behind Alstan’s level design was to create an adventure where the environment speaks as much as the characters. The desert world had to feel overwhelming, mystical, and quietly threatening. With every step and every horizon, the player was meant to feel Alstan’s solitude and the weight of his quest. The game space became the main vehicle for both emotional delivery and narrative rhythm.

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One of the major challenges was designing a linear path through a desert—an environment that is, by nature, open, empty, and unstructured. The goal was to guide without restricting: the player needed to move in the right direction without ever feeling pushed. Every dune shape, projected shadow, and rocky silhouette on the horizon was placed with purpose—to subtly lead the player’s eye and encourage intuitive exploration. The player believes they are forging their own path, but in truth, they are gently guided by the environment itself.

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To maintain a fluid, varied rhythm, each section of the game offers a different reading of the space: a closed, vertical tomb to introduce the basic mechanics, followed by a horizontal, open desert focusing on sliding and exploration, then open vertical pillars alternating between platforming and combat, and finally a linear, closed temple, which channels the experience towards a dramatic climax. This progressive contrast ensures that the player never tires, while reinforcing the unique identity of each zone.

Others Roles

GAME DESIGNER :

  • 3C Design supervision

  • Gameplay design (systems and mechanics)

  • Actively participated in game design brainstorms

  • Implementation of RPG attack systems

  • Design and tuning of new gameplay mechanics

  • Visual and sound feedback for player actions

PROJECT MANAGEMENT :

  • Multidisciplinary coordination (environment, animation, programming)

  • ​Supervision of user tests and integration of feedback

  • Task prioritization and management (scrum/kanban)

  • Organization of assets and production pipelines

  • Planning and participation in marketing events

UI DESIGNER :

  • Creation of wireframes for main and secondary menus

  • Dialogue system UI design 

  • Visual mockups and prototypes using Figma

  • Layout and sizing of UI elements in relation to gameplay (diegetic & non-diegetic)

  • Flowchart Interface

  • Integration of UI in Unreal Engine via UMG widgets

COMMUNICATION :

  • Development of a social media editorial calendar

  • Planning key reveals (gameplay, characters, lore)

  • Creation of regular posts (media + copy) to showcase development progress

  • Organizing closed or open online playtests

  • Creation of a community around the game

Social Media : 

  • Instagram
  • YouTube
  • TikTok

© 2035 par Artiste Urbain. Créé avec Wix.com

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