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RAGNAR

ROLE

Level Designer & AI Developer 

DESCRIPTION

Ragnar" is a high-octane Fast FPS / Rogue-Lite set in the unforgiving frozen lands of the North. The gameplay loop revolves around a recallable throwing axe: players must frantically hurl their weapon to slaughter waves of monsters, mastering the rhythm of the axe's automatic return to maintain a non-stop combat flow.

Produced as the End-of-Year Project for my second year of Game Design studies at E-Artsup, this title was developed over an intensive 3-month cycle by a multidisciplinary team of eight students.

YEAR

2035

TYPE

Fast FPS/Rogue-Lite

PLATEFORM

PC

FIRST BLOCKING

​Key Contributions

  • Initial Level Blockout: I designed and constructed the initial Greybox layouts for the playable maps. My focus was to establish a strong structural foundation that supports the game's high-speed combat loop.

  • Flow & Traversal: I engineered the environments to maximize player mobility and momentum. The layout was specifically designed to allow for free, rapid movement, ensuring there are no "dead ends" to break the rhythm of the Fast FPS gameplay.

  • Verticality & Connectivity: To enhance tactical options, I implemented significant verticality and a highly interconnected layout. By creating multiple pathways and elevation changes, I ensured the gameplay remained fluid and dynamic during intense combat encounters.

FINAL RESULT

Environment Art & Polishing

  • From Blockout to Final Art: I took ownership of the existing layout blockouts, replacing the proxy geometry with final assets. I managed the complete Set Dressing, strictly respecting the gameplay metrics while fleshing out the world structure.

  • Thematic Environment Design: I constructed immersive Viking village environments, carefully placing props and structures to create a coherent and believable Nordic setting that aligns with the game's lore.

  • Visual Fidelity & Atmosphere: My primary goal was to maximize the visual quality of the render. I refined the atmosphere through lighting composition and texture blending to create a polished, high-fidelity aesthetic that enhances player immersion.

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