

MAGNO DORIAN
TECH LEVEL DESIGNER
DorianMagnoPortfolio
JEDI: FALLEN ORDER
CUSTOM DLC

DESCRIPTION
For our last year at GameSup we had to make a custom DLC for Jedi: Fallen Order. Each level designer had to make a new level. We choose to link all the maps to tell a story through the DLC.
A team was dedicated to the creation of the level elements and 3C while another was dedicated to the narrative and to link all the maps together.
I was in charge of the first level of the DLC called Deja Vu. In this level Cal discovers crystals that can make him experience visions from the past.
DOWNLOAD PROJECT
My Roles:
GENRE
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I analysed the level design of Jedi: Fallen Order
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I made the documentation and the layout of the level
- I made the blockout according to the documentation
- I organised playtests and made changes accordingly
- I made cinematics and prototyped some level elements
ACTION-ADVENTURE
DURATION
2 MONTHS
2024
GAME'S CONTEXT
Jedi: Fallen Order is an Action-Adventure with Souls influences. The level design is inspired by the souls series with an emphasis on platforming. The game relies on some metroid-vania elements, Cal usually unlocks a new ability during the level, letting him backtrack and explore new places.
DOCUMENTATION
BUILT ON CONTRAST

I like designing my levels around a strong theme. In this level I choose the theme of contrast.
,With crystals, Cal can "switch" between the past and the present. With this setting it was easier to make a level based on contrast.
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Contrast between cold and warm
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Contrast between calm and action
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Contrast between nature and civilisation
This mission is the first of the custom DLC, the goal is to hook the player and make him want to continue playing.
Moodboard of the level

Differences between present and past

Different mood in the level
MAKING THE FLOW OF THE LEVEL
After analysing Jedi: Fallen Order, I made a document to describe the flow of the level. With this I can easily check if my intentions for the level are respected, the length of the level and if it has enough variation during the level.
I divided the level in 3 acts, each one with its setting, its level elements and its own narrative arc.
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First act: Cal arrives on the planet and discovers that crystals show him visions of the past.
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Second act: the city is attacked in the past, Cal manage to use the crystals to switch between present and past whenever he wants.
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Third act: Cal reach the major building in the city, understand what happened during the attack, and collect the artifact to continue his quest
The flow of the level (the document has to be in french for this exercice)
MOLECULAR AND LAYOUTS

After finishing the flow documents, I started to make the molecular with the moodboard.
With this, I could easily plan in advance my lines of sight, vistas and placement of the areas.
I analysed the metrics of Jedi: Fallen Order and analysed the architecture from the moodboard, then I started working on the layout.
With this layout I could check if the intentions were respected and if the pacing was accurate to the flow.
The layout of the first iteration of the level.
BLOCKOUT AND PLAYTESTING
With all the documentation done (for a first iteration), it was time to make the blockout. I placed the layout and use it as the foundation for the blockout.
I build the map by layers. I made the "room" individually so I could test all the different challenge quickly. Then I linked them together.
With my group we organized playtests. We made a playtesting form to gather data and feedbacks.
With the feedbacks I reworked some rooms. Some puzzle elements where confusing, so I changed the core idea of the room to better fit what was previously introduced in the level.
Making the blockout in the past and in the present was quite challenging because I had to think about how the time and the change of weather influenced the level.
After this major retake, it was only a process of iteration and polish.


DESCRIPTIVE VIDEO OF THE LEVEL
COMING SOON



























