

MAGNO DORIAN
TECH LEVEL DESIGNER
DorianMagnoPortfolio
SIFU: CUSTOM DLC
SANAKA MARKET

DESCRIPTION
Sifu is a game I really liked. For our fourth year exam we had to make a level for an existing game or for a personal project. I choose to make a new level for Sifu. We had 3 weeks, I was in charge of the level design while Thomas Goddard was in charge of the tech.
DOWNLOAD PROJECT
My Roles:
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I made the level design documentation
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I made the blockout
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I made the switch between blockout scenes
GENRE
BEAT'EM ALL
DURATION
3 WEEKS
GAME'S CONTEXT
Sifu is a beat'em all where the player has to play through really difficulty levels. When dying, the character respawns and get older. When the player is too old it's game over and the player has to try to beat the previous levels again without dying too much.
DOCUMENTATION
THE GOAL

The first step was to find the goal of the level. This level would be the first of a custom DLC with new levels. This map would be the first.
The goal of this level is to hunt the captain of a boat that is tied to drug trafficking.
ANALYSING SIFU
After having a goal for the level, it was time to analyse Sifu.
I played and made the metrics.
I then analysed how many fights, statue and enemies there was in each level. The intention was to make a level that would fit between the first and second level of Sifu in term of difficulty.



THE MOODBOARD


While making the flowchart, I did a lot of research on China, its landscape, how towns are made and designed. I also did a lot of research on Chinese's navy during history.
With all these references I also worked on a molecular to have a clear vision of the structure of the level.
THE LAYOUT
With the layout done and a clear idea of the level, it was time to do the layout. I started to make the first draft of the blockout too.












