Platformer – Nintendo DS – 2008
What I did.
What I learned
True to its origin, the Nintendo DS version of Rayman Raving Rabbids (Ubisoft Casablanca) is a platformer.
However, the platforming aspect is split in two differents gameplay :
I was part of a 5-members team in charge of the level for the runner-like gameplay. It was my first official experience as a level designer and I learned a big part of this speciality on this project.
The workflow went from designing the level on paper, to building it in 3DS Max and then to implementation in the engine, and also camera scripting and playtesting. All that while following the principles the lead level designers put in place at Ubisoft, now called “rational level design”. I had to maintain updated my Illustrator and Excel files about the levels I was designing, in order for the team to easily keep track of the difficulty curve and the overall progression of the game, as well as getting a direct view about the difficulty of my level.
The lead level designer who supervised us was Stephane Mehay and I’m very glad to have had him on my first project as a level designer.