Star Wars Jedi Fallen Order
Description
During my last year at Game Sup, we were challenge to make a custom DLC for the game Jedi Fallen Order. Each Level Designer was responsible to create a new level. We decide to link all the maps together to create a cohesive story. A dedicated team focused on the narrative part weaving all the levels into a seamless experience.
I was in charge of the first part of the last level of the DLC called "The Last Shard". In this level Cal discover a crystal that let him take mind control over an enemy.
Project Breakdown
4 months
Created using Unreal Engine 5
Focusing on creating a looping level
Tasks:
Concept
Documentation
Blockout
Climb wall
Vista on further obstacle
Objective highlight
Locked door and key
Arena room
Mind control unlock + first use
Challenge the feature
Back to the first room
Door open and next part of the level
Design TechniCS
Close to open space
So that the player realizes where they are in the temple, and moves from under the rubble to a more open space.
This also allows the player to analyze the room around them, visualize the objective, the enemies, and the rest of their path.
Blockout Optimisation
During the blocking step, I learnt the importance and how work with good metrics is a gain of time. I made my assets with Block Out Tool plugin and turn them into static mesh to optimize the project.
I also learnt new features like Streaming Methode for Level Instance because we were 2 level designers working on the same Level. I was in charge of the first part of the level.
I learnt basics lighnting to improve Blockout intentions.
Blockout Evolution
To start, I created a clear room and only after I add destruction. I wanted the level to be alive, like
I push the level art in the blockout to improve my intention. I produce the level like a Level Artist would work on it further.





















