Alexandre Séguin

Zolik the Jester

A project inspired by Sonic the Hedgehog

Zolik the Jester is a platform game created in the second year at UQAT. Our team had the task of producing a game that is:

¤ Inspired by a character from popular culture (video game or film), and

¤ The level progression is based on the beginning of the film Raiders of the Lost Ark (temple/boulder scene).



¤ Time: 15 weeks

¤ Team of 10 people

¤ Engine: Unreal Engine 4.26

¤ Role: Level designer


TABLE OF CONTENT

1. My tasks

2. Results

3. First level's draft

4. Encountered challenges

5. Gallery + credits

Gameplay (first possible path)

My tasks

- Sonic the Hedgehog's analysis

Analysis of Sonic the Hedgehog 2's level design and character controller.


- Level blocking

Level blocking inspired by Emerald Hill Zone 1 (use of BSPs and static meshes).


- Placement of objects and traps

Locations selected according to the level progression and the paths created.


- Test and modify the level according to the character controller

Modify terrain elements or objects to improve player's flow.


- Organize playtests, then share results with the team

Playtest sessions where members of our cohort tested the game for feedback.


Result

Gameplay (second possible path)

Level flow that respects requirements

¤ Despite the presence of obstacles in the level, the player can still complete it without stopping.


¤ Each special element (springs and boosts) is placed in a way that preserves the player's momentum and flow.


¤ Example: when Zolik "climbs" a floor, the springs bounce the player smoothly without losing speed.


My teachers praised the level design during our presentation mainly because of this philosophy.

The level allows players to speedrun

¤ The level design was also thought out in a way where a player could complete it as quickly as possible.


¤ By calculating the character's metrics, the initial layout was modified to allow players to complete the level as quickly as possible using different strategies.

First level draft

First initial blocking of the level, taking into account notes taken on Sonic the Hedgehog 2.

Story and level parts

We follow the story of Zolik, a jester whose goal is to steal the king’s crown from his castle.


They succeed in the challenge, but has to escape while avoiding traps set in the area and Atlas' globe, which chases them across the bridge at the end of the level.


The level is divided into five distinct parts:

1. The first floor, where the player can test the character and its abilities.

2. The second floor, which contains alternative paths and platforming elements.

3. The third floor, where Zolik steals the crown.

4. The dungeon, where our protagonist ends up to escape from the castle.

5. The bridge, the section of the level where Zolik is chased by Atlas' globe.

Encountered challenges

Level elements that break the flow

¤ At certain points in the level, players had to slow down or even stop to avoid obstacles or to progress through the level.


¤ The objective of completing the level without stopping what therefore not met.


To solve the problem: more level elements (traps and springs) based on the character's metrics.

Usefulness of alternative routes

¤ The first blocking version of the level contains alternative paths, but they are of little use due to the lack of bells (rings) and power ups.


¤ Solution: add more alternative paths and include different powers in them. Creates more agency.

Alerting players to obstacles

¤ The last part of the level uses a new camera view (45 degrees facing the character like in Sonic Adventures 2).


¤ It was difficult to determine the location of the traps present on the bridge, so players had to use a trial-and-error method to complete the level (confusion with the death skulls).


¤ Placement of hazard symbols throughout the level to teach the players their signification + bells as breadcrumbs to guide players.

Gallery

First part of the level

Fifth part of the level (bridge)

Second part of the level

Third part of the level

Fourth part of the level

Credits

Designers and programmers

Alexandre Séguin (level design)

Antoine Turgeon (traps and power-ups design and coding)

David Dias (ramps, loops and cameras coding)

Isaac Roy (character controller and power-ups design/coding)


Artists

Antoine Kwey-Du Sablon (VFX and environment)

Kimberly Victoria (lighting)

Renée-Claude Séguin (character modelling)

Sofia Deshaies (environment)

Sophie Bauer (rigging and animations)

William Bordeleau (props)


Huge thanks to our UQAT teachers and technicians!

Erwan Davisseau

Eva-Léa LN

Guillaume Roux-Girard

Jean-Marc Nielly

Louis Lamontagne


Special thanks

SEGA – Sonic