06 79 55 18 93 lucas.clmb.34@gmail.com

Nirvana

My final year project at ESMA Montpellier

About Nirvana

  • Play as Ari, a young woman with movement-based abilities
  • Fast-FPS / Bullet Hell set in mysterious temple
  • Defeat Raj the temple chief and escape
  • Software: Unreal engine 5.3
  • Active Period: sept 2023 – July 2024

Task

  • Design Metrics/3C/Weapon
  • Design and build level blockout
  • Design NPC pattern and movement
  • Blueprint Scripting and gameplay events
  • Dress room
  • Debug and polish

Overview

Flow chart

Awake

Tuto platformer

1st arena

Platformer

2nd arena

3th arena

Platformer

4th arena

Boss fight

Narration: emotinal intensity refers to the narrative impact and the meaning of the rewards.

Platformer: mechanical intensity comes from the difficulty of platorming sections and the level of control required.

Arena: combat intensity is defined by the density and varieté of ennemies, and the complexity of the combat arenas.

Game design section

Enemy design

  • I wanted the player’s movement to feel essential to the experience, so i designed ennemies around mobility.
  • The Swarmer was created as a predator.
  • The mid-range as prey.
  • Each encounter tests a different aspect of movement, positioning, timing and control.

Swarmer

  • A fast and agile enemy
  • Objective: Hunt down the player
  • Forces the player to keep moving, preventing static play and maintaining tension.

Mid range

  • A ranged-type enemy
    Objective: to push the player back.

  • Comes in three variants with different attack patterns.

Weapon design

    • I designed the weapons as answers to the enemies.
    • Each enemy poses a question through it’s  mechanics, and every weapon provides a different way to respond.
    • This approach helped create a more connection between combat design and player choice.

Vajra

  • The Vajra is the first weapon
  • Short-range weapon
  • Effective in close combat

Chakram

  • The chakram is second unlocked
  • Long-range weapon
  • Effective at long range

Level design section

Naraka – Platforme

I designed the area with two gameplay sequences: platforming and combat.


• The platforming section challenges the player to fully use their movement skills.

• The combat arenas add variety — one focused on close-range fights, and another, more tutorial-like, hiding a secret arena underneath.

Platformer n°1

I designed the beginning of the level with a lava pit as a dead zone and narrow, spaced-out platforms.

My goal was to teach the player the limits of their movement metric.

• The layout forces the player to chain multiple jumps, a dash, and climbing

• This creates an intense introduction to the game’s core movement.

Wow effect

I designed the entrance of the second arena as a “wow moment” to make the arrival more impactful.
• It emphasizes the closed nature of the space and draws the player’s eye to the locked door ahead.

Naraka – Arena

The arena was built on a circular layout where each platform could be easily adjusted directly in the engine, allowing for fast iteration during production.

Arena n°1

My goal was to create a compact space that encourages quick reactions and close combat.

• The circular design keeps the player constantly moving and reinforces the focus on melee encounters.

Arena n°2 – 2.5

In this arena, all enemies are placed on elevated platforms to make the Chakram essential to the fight.

• This setup serves as a tutorial phase for mastering the new weapon.

Early tests showed that central cover made the fight too easy, blocking most enemy shots.

• I reworked the layout by opening the center and moving cover to the edges, forcing constant movement and creating a more dynamic fight.

This arena mixes close and long-range combat.
• Dead zones in the center keep the player mobile, while offset structures make mid-range enemies less predictable and offer height for strategic positioning.

Early versions of the arena included central pillars, but they blocked most projectiles and limited combat flow.
• Removing or moving these covers opened the space, allowing ranged attacks to spread and making the fight more dynamic.

Raj’s altar

This area was designed as a contemplative platforming section.

• Enemies are placed to subtly guide the player along the main path, creating a short moment of relief between intense encounters.

I used a stained glass window to highlight the exit at the top of the room and naturally draw the player’s attention.
• A pillar placed in front of the locked door leads to the upper floor, while individually placed enemies mark key points and keep the room engaging.

Raj’s Altar – Last Arena

Religious- Arena

  • I designed this arena first, even though it’s the last one in the game.
  • My goal was to create a fast and intense DOOM-like combat space.
  • Set inside a church, it features a large statue that teases the boss and guides the player forward.
  • The layout uses several choke points and few covers to keep the fight dynamic and strategic.

Pre production

Blocking test

  • I designed this arena first, even though it’s the last one in the game.
  • My goal was to create a fast and intense DOOM-like combat space.
  • Set inside a church, it features a large statue that teases the boss and guides the player forward.
  • The layout uses several choke points and few covers to keep the fight dynamic and strategic.