Tim Mondanel - Level Designer

- PROFESSIONAL PROJECTS
Unannounced project from Ubisoft.

- SCHOOL PROJECTS
An entire game made in 15 weeks.

Description

After a failed experiment on a scientific ship, a young prisonner has an opportunity to escape. The failure liberated an ancient artifact which corrupted the entire ship and crew.

My role on this project was Lead Level Design, in parallel of fully designing the last level of the game. During the conception phase, I was part of the Game Design team as well as the Narrative Design team.
This level is meant to be an escape from the place the avatar is being held captive. The tension is at its maximum.

My idea for this final level was inspired by Halo: CE’s own final level: The Maw. A stressful yet fun and easy level where the player has to drive through a racing track full of enemies, and reach the escape ship while everything is exploding.
It is a very dynamic level but the stress factor doesn’t come from its difficulty. It comes from the ambience delivered by the game and scenario.

Intentions

  • Although it is the last level of the game, the intensity will not come from its difficulty but the ambiance and situation.
  • No backtracking. As the ship is sinking, the player MUST push through and find a way to escape.
  • The player has an impact on the environment.
  • Working on composition and framing.
  • Finding the right pace and rythm between the challenges.
  • Clear spaces that define story beats and activities.

Notes

  • I had the opportunity to work with the Level Artist Arianne De Bellefeuille on this level.
  • Although this project served its purpose as a capstone project, the team and I are currently working hard to publish the game on Steam. Our current target is Q4 2022.

Restrictions

  • Unity Engine.
  • Fully playable, from Main menu to End credits.
  • 15 weeks of production in a school context.
  • 32 students: 10 Designers, 10 Artists, 6 Animators, 6 Sound Designers.

Topdowns iterations

1 / 6
Initial mission flow
2 / 6
Areas
3 / 6
Layout 1st draft
4 / 6
Blocking
5 / 6
Greyboxing
6 / 6
Final level

Green Labs iterations

1 / 5
Iterations
2 / 5
Iterations
3 / 5
Iterations
4 / 5
Iterations
5 / 5
Final level

An environmental storytelling focused level made in Unreal Engine 4.

Description

You play as a teenage boy stuck in his own secrets. As you progress through the level, you understand what these secrets are and why he’s decided to hide them.

Intentions

  • This level is a loop. The Player goes back to where he started.
  • Through composition and environmental storytelling, the player will understand the story and what happened to the characters.
  • Seamless transitions between environments and timelines.
  • Three different areas:
    • Closet, Prison of the mind
    • Reality, the struggle
    • Camping grounds, where things unfold
  • Trying to avoid clichés.
  • Working on composition and framing.
  • Different timelines. Present & Past.

Restrictions

  • Unreal Engine 4
  • 3 written words maximum. Can be used in any way.
  • Minimum of 2 minutes walkthrough on golden path.
  • At least two environments. Indoor & outdoor.

A DLC level for Portal 2, inspired by Greek mythology and using a twist on lasers.

Description

  • Inspired by the Myth of Ariadne's Thread, the Player has to follow then use the unique Laser to reach the exit.
  • In this level, the Player learns to trust the unique laser he is given. Similar to the Companion Cube, he will have to bring it to the end of the level.

Intentions

  • Focusing the entire level on one central mechanic: Laser redirection.
  • The Player needs to use the unique Laser emitter to activate or deactivate all the obstacles.
  • As he progresses through the level, the Player unlocks Reflection Cubes, allowing him to redirect the Laser further in the level.

Restrictions

  • Made with Portal 2’s map editor.
  • The level is treated as part of a DLC. All mechanics have previously been introduced in the main game.
  • Minimum of 2 minutes walkthrough on golden path.

- PERSONAL PROJECTS
A Cyberpunk 2077 inspired level made with Unreal Engine 4.
1 / 6
Loading deck
2 / 6
Streets 1
3 / 6
Alleys
4 / 6
Hangar
5 / 6
Streets 2
6 / 6
Final level

Description

I designed this level with Dishonored in mind for its closed yet wide levels where the player has to run around to complete different objectives, mixed with some Halo encounters. In this level, the Player can decide to help NPCs with side missions rewarding him with currency, quest items or assistance to complete his objective.

Intentions

  • Allowing the Player to choose his way of completing the level. Combat, social or stealth.
  • Several secondary objectives helping toward the main mission if completed.
  • Narrative driven mission.
  • Working on combat spaces design.

Restrictions

  • Summary: You play as a gun-toting Samurai in the year 2050. Your family is captured, and your small village is destroyed by a rival gang, the Noozka. You must make a trip across Japan to find your family and avenge your village. You, Jin, are equipped with nothing but a pistol, an uzi, a katana and a passion for honor...and vengeance.

Stranded on an island after a storm, you need to find a way to escape its dangers.

You are stranded on an unknown island after a storm crashed your boat crashed ashore. You must find a way to leave the island, but mystery awaits...

The Island is a project I am currently working on, highly inspired by the Uncharted series.
It is a vertical slice of an adventure game with light puzzles, platforming, and a stealth section.

The objective is to find a way to escape the island. As the Player explores, he will find several clues about the island's history, revealing what happened to the previous inhabitants, and the intentions of the new ones...

1 / 3
Concept
2 / 3
Blocking
3 / 3
Greyboxing

1 / 10
Beach
2 / 10
Beach
3 / 10
Beach
4 / 10
Hidden Cavern
5 / 10
Hidden Cavern
6 / 10
Hidden Cavern
7 / 10
Lighthouse
8 / 10
Lighthouse Island
9 / 10
Lighthouse Island
10 / 10
Rope Bridge

DISCLAIMER: These are the projects I worked on as a Sound Designer before changing career.
- PROFESSIONAL PROJECTS (2012-2020)
The latest establishment of the Assassin's Creed franchise, set in a Viking fantasy.

Go to Official website

Assassin's Creed Valhalla is an action role-playing video game developed by Ubisoft Montreal and published by Ubisoft.
It is the twelfth major installment and the twenty-second release in the Assassin's Creed series, and a successor to the 2018's Assassin's Creed Odyssey.

Set in 873 AD, the game recounts a fictional story during the Viking invasion of Britain.
The player controls Eivor, a Viking raider who becomes embroiled in the conflict between the Brotherhood of Assassins and the Templar Order.

I worked on Assassin's Creed Valhalla for a short time near the end of the production to help the Voice Design team during the last push before the release.
My responsibilities were focused around the enemy units and their combat behaviors.

Cancelled open world, Game As A Service (GAAS) project from Ubisoft Montreal.

/// There is unfortunately very little I can tell about this project. ///

I was the only Voice Designer working on this project for close to a year and a half, where I was then joined by someone else for the last few months.

During this project, I worked very closely with the Writing team to build the Main and Side-missions, cinematics, and ambient life on the narrative side.
I also worked with the Level Design team to help build the gameplay part of our missions and bring the environments to life with NPCs and ambient life.

My responsibilities were focused on everything related to the voices in our game:

  • Playable characters' voices (gameplay, cinematics and dialogues),
  • Enemies' voices,
  • Story characters, Mission givers, Mission NPCs, etc,
  • Main/Story Missions, Side Missions, Map Event, etc,
  • Cinematics,
  • Ambient life,
  • And more...

I learned a lot from one of the challenges we had on our project, which involved designing an intensive branching dialogue system. It depended on multiple parameters (timeline, game progression, "Karma", in-game actions...).
Alongside our Tools team, Gameplay Programmers, and Narrative team, we came up with a great pipeline.

When the project was in its early stages of development, I took the responsibility to organize, record, and edit temp voice assets by recording colleagues from the studio.
Doing so allowed me to implement the recorded material in the engine within a few days after receiving a concept.
The temp voices would give the producers and designers a solid idea of what the final product would be without waiting months to get professional actors in the booth. This helped us move forward with some concepts and made us rethink others.

The first expansion for For Honor, delivering a whole new faction: The Wu Lin Warriors.

Go to Official website

After a great cataclysm, 3 of the fiercest warrior factions in history clash in an epic battle for survival.
Join the war as a bold Knight, brutal Viking, or deadly Samurai and fight for your faction's honor. Carve a path of destruction across the battlefield in this fast-paced thriller that mixes skill with visceral melee combat.

For Honor is an action fighting game set during a medieval, fantasy setting.
Players can play as a character from three different factions, namely the Iron Legion (Knights), the Warborn (Vikings), and the Dawn Empire (Samurai).

I joined For Honor as a Voice Designer. My role on the project was to bring the playable characters to life by giving them a voice.

My responsibilities:

  • Playable characters
  • Emotes animations
  • Executions animations
  • Directing Voice Actors in studio

The unique fighting game from Ubisoft Montreal, including PvP, PVE, Co-op and story campaign with 16 unique and customisable Heroes.

Go to Official website

After a great cataclysm, 3 of the fiercest warrior factions in history clash in an epic battle for survival.
Join the war as a bold Knight, brutal Viking, or deadly Samurai and fight for your faction's honor. Carve a path of destruction across the battlefield in this fast-paced thriller that mixes skill with visceral melee combat.

For Honor is an action fighting game set during a medieval, fantasy setting.
Players can play as a character from three different factions, namely the Iron Legion (Knights), the Warborn (Vikings), and the Dawn Empire (Samurai).

I joined For Honor as a Voice Designer. My role on the project was to bring the playable characters to life by giving them a voice.

My responsibilities:

  • Playable characters
  • Emotes animations
  • Executions animations
  • Directing Voice Actors in studio

- OTHER PROFESSIONAL PROJECTS
An animated TV show rendered in realtime with an Unreal Engine pipeline.

Read this article about the production.

Zafari is a CG animated children’s television series in which animals are magically born with the skin of other creatures.
The show is notable as the first animated television series being rendered entirely with Unreal Engine 4.

I joined the team as a Technical Artist and had the opportunity to work on a lot of aspects of the production.

My responsibilities were:

  • Creating tools for the Environment Artists, Lighting Artists, Animators, etc.
  • Creating VFX
  • Assembling the shots in Unreal's Sequencer
  • Act as an Unreal expert for the whole production
  • Be a point of contact between all the teams

- OTHER PERSONAL PROJECTS
This portfolio is NOT powered by Wix, Squarespace or anything else.
Proudly made with HTML5, CSS, JS, and love.

Description

To challenge myself, I decided to create this portfolio using HTML5 & CSS.
Not only I had to learn these two languages, but I later realized that I also needed to learn some JavaScript for the more fancy features I wanted like slideshows, accordions and such.

Intentions

  • Trying to create everything by myself.
  • Making it as responsive and user friendly as possible, even on mobile.

Challenges

  • Learning the languages, of course.
  • Understanding how all these languages work together.
  • Designing something visual uniquely through programming.

contact@thibaultmondanel.com

LinkedIn | CV