All work
Level design

MRRD

Artwork from the MRRD project
Gameplay filmed on the levels I designed. The video is hosted on YouTube: nothing is loaded from their servers until you click.
Role
Level designer
Year
2026
Length
Three months
Tools
Unity, C#, Aseprite, Google Docs
Setting
Coursework, team of 3
View on itch.io

Three months, a team of three, and an entire map to make stand up — my first real job as a level designer.

The project

The year-long second-year project, built by three of us in Unity and coded in C# with Clément Vigier and Mattéo Simon. A top-down 2D Zelda-like, on the set theme “Pars, Cours, Dive”. The game is single-player, but carries a messaging system in the manner of Dark Souls: what one player leaves behind is saved to a database and shown to the others.

What I did

  • The game's entire map, level by level

  • The missing scenery and objects, drawn in Aseprite

  • Balancing the difficulty: where the enemies, the potions and the passages go

  • The itch.io page and the trailer

What I took from it

The level design is clean — it is the part I am happiest with. C# was the real obstacle: a forbidding language at first sight, and one I had to learn along the way. A few bugs remain that the time we had did not allow us to deal with.

The full plan of a dungeon level in MRRD
The full dungeon plan — one of the three levels I designed, seen as a whole.
The full plan of an indoor level in MRRD
A second level, built around large rooms linked by corridors.
The plan of the outdoor level in MRRD
The outdoor level: village, paths and waterways.
The throne room in MRRD
The throne room, where the route ends.
The sanctuary in MRRD
The sanctuary.
The throne, a piece of scenery from MRRD
The throne, a piece of scenery.
The boss sprite from MRRD
The boss.
Animation of the key in MRRD
The key, animated.
Next project Caustic Network