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BRAVE NEW WORLD

personal work

2018 - First Person Narrative Game

Level Designer / Gameplay Scripter

Brave New World is a first person narrative game inspired by Aldous Huxley's eponym book. You play a new employee of the Central London Hatchery, a place where babies are created. 

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Originally, the game was a several months student project, but we wanted to finish the story, so we decided to develop the game on our own free time for 5 months more.

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We were a team of 4 developers, working on Unity. My roles were level designer and programmer.

WORK HIGHLIGHTS

Plans &

Documentation

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Once the objectives and intentions were clearly defined, we started level production, with a major focus on planning and references.

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The first step was the references, our main inspiration was brutalist architecture and dystopian litterature/movies. Then the paper planning part came, with research on the space geometry and then "space polish".  

Block out and rough 3D

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The second part of design process was obviously blocking out levels. Inspired by the blueprint plan, and with the helps of many architectural and ambient references, the blockout was created room by room, with a big focus on the connection between them. 

An interesting part of blocking out Brave New World was composition. We wanted a fluid and simple navigation for players, so we used choke point to highlight the main path.

Lighting was also a big part of blockout. Used in composition and for ambiance purpose, we iterated many times on how the level should be lit (or not). Sometimes scary, sometimes comfy, lights helped us to set the player in a particular mood depending of the room. 

blockmesh02.JPG

Scripted gameplay in C#

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On this project I was also the main programmer, I coded the puzzles and level scripts part of the game. We also add some interesting features for level design, like lines of sight detection. It helped us design events that that were triggered by the player looking at some elements in the room. 

I also worked on recreating the player controller, adding more gamefeel to it, with headbob and also little tricks.

Strong environmental storytelling

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In Brave New World, the story in mainly told through  the environment. The game takes place in a factory which creates and conditions babies. We used iconography, introduction animation, posters and readable documents to emphasize it.

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We also tell the story of Oscar Sostiene, a character who disappears. We created his personal room, the place where he lived. We used this space to personalize Oscar, the things he likes, his fears and his flaws.

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