Category Archives: Level Design


A Mario Level like Nintendo(es)

This is my level for Super Mario World, made using the level editor Lunar Magic. My intention was to make a Mario level using the Nintendo level design philosophy. I’ve also wanted to have fun by making an fun and hard level for myself! This video got a commentary track that explains it all. It took around 3 days to make this level with the video.

Of course, this level isn’t perfect: it’s a bit hard, some moments could be cut or tweaked and the conclusion could be better. But the goal wasn’t to make a level “ready to play for everyone”: my goal was to learn the nintendo level design direction and making this level really helped me why Nintendo does that: it’s about how “less is more” can be way more rewarding for the player. By focusing one concept, Mario levels let the player master one idea at the time, making it easier for the player to enjoy the game and feel joy.

Asobo Studio : Designer

In 2010, I had the opportunity to work at Asobo Studio as a Level Designer on the pre-production of « Disney Pixar’s Rush », a 3D platformer only for Kinect in which player can live all their favorite moments of the Pixar movies.
At that time, I was the only Level Designer in a team composed of several level builders.

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Super Mario World : the lost level

While updating my portfolio, I found this Super Mario World level that I did a couple years ago. I remembered that I wanted to do something different and original, so I designed this level with several loops. Also, in order to finish the level, Mario needs to find the trampoline (in the game, it’s called “Jumping Board”), bring it back to the goal and used it.

It takes nearly two minutes to complete the level : it’s simple but effective ! I used the level editor Lunar Magic (more info on ).

Working on Blörk !

Blörk is a one-year student project. Designed for iPhone and iPod Touch, Blörk is a 2D platform game in which the player does not control the character but the world around it. The character is a sleepwalker that goes straight ahead and the player must handle the level without waking him up.

The game is now in production and will be released in October. You can read articles about my two positions on this project : Lead Level Designer and Game Designer.

Adrenaline Rush

Adrenaline Rush is a one-year student project from Supinfogame. It is a cooperative racing game using the Wii Balance Board and Wiimote whom the prototype PC is realized with the Unreal Engine 3. This project was very ambitious and that is why I joined at the beginning of the production.

During this project, I held the position of Level Designer.

This involved:

–          Defining two levels and their intentions while working closely with the lead level designer

–          Changing levels using Visio and Google SketchUp

–          Working on two existing levels to ensure replay value

–          Building, iterating, debugging and tuning those levels

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