Paraxial is a third person shooter, survival-horror game taking place in the early 90's in Lyon, France. You play Alexis, a new employee of the Euclide Foundation, that will be teleported into a parallel dimension. Alexis will have to survive and find a way out.
As the level designer on PARAXIAL, my mission is to create 4 levels and a boss.
The first level is a short intro, where the player will simply have to follow the corridor, take a key and open the door. It's used to learn to the player how to walk, run, interact with object, and that door can be unlocked using a key.
Papermap of the level 1
The second level take place in the Euclide Foundation. After watching a short cartoon introducing the foundation to Alexis, players will take an elevator to reach the locker room, where they will find their weapon and a key.
They will then reach the portal room, where Alexis will be teleported into the A.S.E.I. by accident.
This level is used to learn to the player how to open the inventory, and how they can interact with some object in the world.
Papermap of the level 2
The third level take place in the A.S.E.I., and its first part is named "The lobby". Alexis wakes up in a safe room and will explore the first part of The Lobby. In the first area, players will discover their first enemy by looking for resources to craft ammunitions and will find the key to explore the rest of the lobby.
Learn to aim and shoot with the first mob.
My intention was to create a level that seem to be really confusing and labyrinthinque but was actually very easy to navigate through and to find its way back.
As the level is the most complexe one of PARAXIAL, it went into a lot of variations.
Papermap of the level 3
Papermap of the different level 3 from V1 to V9.
The fourth level is directly accessible after finishing level three. It take place in a subway station and the player will have a small area to relaxes, find some resources and save its party before entering the subway car.
Papermap of the level 4
Player entering the subway station.
The boss is taking place in an infinite subway. The boss design is still work in progress.
Credits:
Game Design:
- Axel Dobric
- Thomas Carbajal
Programmation:
- Simon Corté
Level Design:
- Théo Murgier
UX:
- Brice Capro-Placide
Narrative Design:
- Nathan Diolot
- Victor Sallaz
3D:
- Lorenzo Charton
- Julien Jiang
- Clément Piolet
- Benjamin Tausend
- Hugo Journot
3D Animation & rig:
- Loane Dubuis
- Clémence Fleury
FX:
- Vincent Duboix
Concept Art:
- Roxane Amouyal
- Olivier Berthoux
- Zhu Borui
- Guillaume Caramelli
2D Animation:
- Sarah Blanc-Aïbout
Sound Design:
- Jules Lagarde
- Nicolas Tornaire