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“USE VERTICALITY THROUGH A DYNAMIC AND VIVID MAP.”
Pulsar is a multiplayer map, realised with 4 colleagues (Jérôme Barbaray, Coralie Gibergues, Matthieu Nollet, Robin Tronchon) with the Unreal Engine.
We wanted to create a map with a real coherence between gameplay and artistic direction.
It wasn’t easy because we needed to use UDK default’s assets. So, we established that Pulsar will be a gigantic floating island.
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Moreover, this island is the ruins of an antic civilisation.
We decided to create real contrast between the external environment, which is devastated and used by flourishing wildlife, and the interiors which still contain this ancient technology.
To convey this dizziness, the main key gameplay was to use slides and juppers.
Thereby, the player has to jump from one part to an other, in order to reach the adversary flag and bring it back to his zone.
To create a coherent map, we decided to make it symmetrical.
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Then, popped up the idea that this island was governed by two gigantics colossus, each one on each side, and defining each camp.
So, we created two huge robots, trapped in rocks and wildlife.
Bellow, you can consult the level layout :
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