top of page
I am currently working on a level set in a post apocalyptic France, in the region of the Chateaux de la Loire. It concerns the Chateau of Chenonceau in particular. Its mechanics are inspired by survival and third person shooters games. The Last of Us being the main inspiration. I am using Unreal Engine 5 to create it.
 
My main goals on this project are :
  • Practicing making coherent, "lived in" levels. That goes from simply providing plausible furniture as covers to creating believable reasons for the level's structures and what is happening.
  • Challenge myself artistically to collaborate even better with artists. To make designs that are easily upgradable into visually pleasing pieces (or unpleasing, or else, if that's the intention).
  • Improve my scripting skills and my knowledge of Unreal Engine or any other useful software.
 
The following is a video showcasing parts of its introduction, before the arrival of the character to the Chateau :
 























​A few notable aspects of my work thus far :
Introduction To "Chenonceau" - Playthrough, Multiple Options (17min)

Introduction To "Chenonceau" - Playthrough, Multiple Options (17min)

Lire la vidéo
Beat 1 - Cinematic Introduction

The cinematic introduces the players to the post-apocalyptic setting and the temporary goal of hunting a wild animal.
It also makes the character cross a valve, represented by a fallen tree, in order to guide and lock the players when they gain control.
The visual language, present on the platforms of the critical path is first introduced as well, consisting mainly of a yellow piece of cloth.

Beat 3 - Exploration

​

With the house clearly set as the new objective, the players can explore the area to solve the environmental puzzle required to get in. Exploring is also rewarded with different items like the axe that will improve combat effectiveness. Here, the design goal is to incentivize the players to get familiar with the area before the combat.  Furthermore it serve as a low intensity point in the rhythm of the level, which will serve in setting up the emotional rollercoaster intended in the next beats.

​

​

​

Beat 2 - Chase & Reveal

The players follows the boar through a bordered, muddy path that leads to another valve, this time, a damaged gate. Here, I used the boar's movements at specific points to catch and guide the player's eyes.
The
borders also serves as a slight funneling to enhance the effects of the house's vista 
that follows. Its goals are mainly to help get familiar with the area and the objective, to convey a sense of openess and be visually interesting for mood v
ariation. For this I used different techniques such as framing, viewpoint elevation, god rays and compositional lines. I also changed the fog density to add to the other contrasts.
 
Beat 4 - Hunt Ending

Inside the house the players quickly triggers a cinematic in which the boar appears again. When it ends, they have been set up to make the perfect shot. Shooting triggers the animal to panic, run away and open a door.
To follow it
, the players must
push back some furniture through a Quick Time Event. It is placed to slow the players, so that it feels like the animal will escape again. It also make
the arrival of people due to the sound more plausible. Downstairs, the character will comment about the blood caused by the wound. It is used to create a sort of breadcrumbs path to the animal.
Beat 5 - Combat

When reaching the boar's body a cinematic is triggered again. The players are introduced to an armed group of people approaching the location. Alerted by the gunshots, they are looking to get revenge on somebody. Enemies and internal dialogues are used to make sure the players do not perceive them as friendlies. The players start the encounter hidden in the foliage, allowing for observation and tactical planningTo oppress the players and reinforce the perception of the valve, enemies are spawned in front of it as well. 
 
The design intention for the combat is to allow both stealthy and action-first approaches, or, a combination of both. For that, the environment proposes diverse options that fit more or less the different types of gameplay. Each has pros and cons to avoid dominant strategies to emerge, but a few more ideal positions have to be "earned" by the players. The goal is to encourage movement, planning and high risks - high rewards situations. "Earning" a position can be summarized by having the players go through risky "skill tests", like successfully sneaking up through a path full of patrols, or fighting their way through multiple, heavily armed enemies.
Here is how I would classify some of the main areas of the arena :
​
  • The starting area has a lot of foliage but very few covers, additionally the patrols have a good visibility on each other. Thus, encouraging the players to move around stealthily.
​
  • The interior of the house is ideal for close-quarters combat because it offers a lot of concentrated low and high covers. The downside is that it can be flanked from many sides and the players cannot see it coming. To reach it, the players must go through exposed areas around the openings, and the walls occlude the heavily armed patrols (rifle instead of pistol) behind. Another option is to beat the enemies to their patrol position as shown in the video, but that also means rushing into the unknown.
​​
  • The swimming pool garden is ideal for long range combat and assassinations. The visibility is great, it contains a lot of foliage to sneak around and many enemies patrol towards vulnerable positions. Furthermore it can hardly be flanked with the wall behind the back. The downside is that it has only a few, spaced high covers. To reach it, the players must sneak through the house and terrace, or go through the furthest area from the starting point, or go through the area with the highest concentration of enemies.​​​
Designing the introduction
Reconstructing the Chateau & other modelling work


The most important part of this process was using a software called RenderDoc to generate a 3D asset of the Chateau using google map 3D data
. Then, using Blender I was able to create a .fbx out of it and import it in Unreal. The result was unfit to be used in the final product since it was still very rough, however, it gave me a very interesting reference to start working from the realistic scale and proportions. To complete it, I integrated 2D screenshots of the satellite data to work on the environment surrounding the castle. With everything directly in the engine, I was able to produce a rough blockmesh using BSPs and the modeling tools that were integrated later on in Unreal Engine 5. Other than that, I used personal photos and street view data as an additional reference for details.
As I recreated it, I made sure to adapt the relevant parts to my game metrics. This was especially tricky, since it is an existing building, changing anything could shift a chain of other elements, thus, compromise the fidelity of the whole. Regarding this matter, the interior was probably the trickiest as it contained most elements to be adapted.
Currently I am in the process of adapting the castle to my post-apocalyptic setting. The idea that excited me to work on it specifically was that, with its very particular positioning on the Cher river, you could easily imagine an ingenious community transforming it into a sort of hydroelectric dam. Additionally, the gardens could be turned into orchards, stables, permaculture farms or housing, while the old fortifications and moats could be used to set up efficient defenses.
As a challenge though, I know that with climate change, the real castle already has problems when the level of the Cher river is too low in summer. Its foundations on the water use a similar system as in Venice, which requires big wooden pillars to remain underwater to not rot away. Therefore, I found interesting the idea to play with this phenomenon, to imagine what would the castle look like, as well as the Cher's valley, without the maintenance they are going through today. Thus, the partial collapse and the banks regrowth.
I'm still testing, revising plans and placing all the elements. However, I can say that I really enjoy thinking about what I would do if I was in their place and, I am excited to create interesting ways for the player to discover all of it.  
Using BSPs and the modeling tools again, I modeled other interesting structures to fit the needs of the levels. I also used in engine landscapes modeling tools extensively for organic terrains and level boundaries. A few of those structures are the introduction's house, greenhouse, swimming pool, terrace, gate...the castle's water wheels, wind turbine, crane... I also created a few procedural assets using construction scripts to accelerate the process, it mostly concerns very repetitive assets like fences, metal sheets roofs, ladders and stairs.Making almost everything myself was a choice to practice. I also wanted to see if I was able to execute on any idea, regardless of its complexity in terms of representation skills.
Scripting
 
The other area where I progressed the most is probably scripting. To achieve the coherent result I want, I have to combine a lot of very different systems. It goes from changing weather during the playthrough to using AI systems, create spawners, patrol paths, change them according to events, handle animal pawns and animations...the list goes on. 
I had never used that many aspects of Unreal Engine simultaneously before, and this has improved my overall knowledge of the software greatly.

The 2 most important/challenging parts are probably :
  • First, design and script chain of events that are more efficient in controlling the player behavior and especially manage fail states. With this design, there are certain areas where the player is given some degree of freedom before he does what is intended. Therefore, I need to create robust trigger systems that are taking as many possibilities into account. These experimentations already taught me a lot about the differences between design theory and actual implementation in engine.
  • Second, and that's is by far the trickiest, retro-engineering other people's systems from marketplace assets and such. This has already taught me a lot about all the different ways you can achieve the same result in Unreal Engine. Most assets are just not plug and play, and require sometime a lot of modifications to fit the design. However, when the communication and documentation are weak, it can become very complex to find how all the pieces fit together. This recurring problem pushed me to learn a lot about good debugging practices as well as exploring nodes and systems that I had never even heard about.
Final Gallery
*This project has no commercial ambition. Most of what it contains has been produced by myself, but I also use a few Epic Marketplace and Sketchfab assets as well as music from The Last of Us games. I modified them slightly for my purposes but if you want to check out their work :
-IWALS, from Jakub W
-Polygon Apocalypse and Farm packs, from Synty Store
-Dreamscape Meadows, from PolyArt Studios
-The Last of Us Part 2 Combat OST, from Naughty Dog
-River Tool, from Shadersource
-Low Poly Farm Animal, from Radik Bilalov

© 2020 by Robin Peixoto.

bottom of page