Logo on colored background

Marie Pakula - Level Designer

From architecture to videogames, this website’s all you need to know about me and my work.

 

My background:

DEEA - Bachelor’s degree in Architecture (3 years)

JMIN - Master’s degree in Game Design (2 years)

Contents

01

Assassin’s Creed Shadows

02

Monster Inside

03

Level Design Practice

04

ZAGAD

05

Game Design Practice

06

Contact

01

Assassin’s

Creed Shadows

— Claws of Awaji

Assassin’s Creed Shadows — Claws of Awaji expansion was the first AAA project I worked on after my studies. I currently am a Level Designer on the project.

Person with iPad

1a

Details

Pitch

Discover the upcoming expansion of Assassin's Creed Shadows. Travel to a new distinctive region - the island of Awaji - a place of mysterious beauty. Reclaim a lost treasure while avoiding the traps and ambushes of deadly new foes. Feel the tension of being hunted by a new faction, threatening the mysterious island of Awaji.

Genre

RPG Action-adventure / Open World

Team

Many devs - 17 months full-time

Engine

Anvil (Ubisoft’s)

2b.c

Responsabilities/Learnings

Image of logo
"precise, trustworthy, approachable, reliable"

02

Monster Inside

Last 4-months project made in my JMIN master degree. I was the main Level Designer & co-Game Designer on this.

"precise, trustworthy, approachable, reliable"

2a

Details

Pitch

What was supposed to be a simple anti-monster exercise turned into a nightmare.

 

Clémentine and Sacha, twin siblings, find themselves stuck in the corridors of their school on lockdown. They will have to find their way out and find out the truth behind the appearing of the mysterious monsters roaming the corridors.

Genre

Asymetrical cooperation gameplay in an horrific setup

Team

12 devs - 4 months part-time

Engine

Unreal Engine 5.2

2b

Responsabilities

Level Designer

  • Designing & drawing 2D layouts
  • Conception of co-op puzzles
  • Integration of puzzles into the levels
  • Collaboration with Narrative Designer & Environment Artist to co-create coherent and impactful levels

 

Tools:

  • paper (layout)
  • Figma (design)
  • Excel (layout)

Game Designer

  • Collaboration with another Game Designer to design game mechanics
  • Designing & prototyping ingredients
  • Main focus: Sacha’s abilities (lockpicking kit & crowbar)
  • Secondary focus: interactions with environment & the Monster

 

Tools:

  • Figma (design)
  • GDevelop (prototype)
  • Unreal Engine (prototype, integration & iteration)
Image of logo

Prototyping of ingredients & their possible encounter situation for puzzle purposes

2c

Learnings

Autonomy

With strong trust built into the team, I was able to prototype more freely on ingredients, through Blueprints & thanks to my programmer’s tools and advices.

Responsability

Full ownership of the Level Design of the game. How to take responsability, ask pertinent questions, listen to and answer constraints or doubts from the rest of the team.

Cooperation Puzzles

Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.

2D-side level

Logoden biniou. Rimiañ izel. Nemet  fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.

03

Level Design

Practice

Logoden biniou degemer mat, an penn. Sav mignonez veur fentigelloù, pepr ar. Ar arc’hant sklaer wechoù, stourm prenañ. Sun ur kaol pesk, c’hae war. Breizh kae dezhañ egisto, ivin moulañ. Fest bodet dianav pe, glebiañ war. Paotrig iskis kustum c’hontadenn, leun kezeg. An drezon laezh ket, loen aotrou. Paouez droug da nadoz, re bed. Krib kant divjod war, ur marc’h.

Ha verc’h war kenetre , egistoc’h ni. Ac’hanomp poultrenn sizailh tro, naer Mor. Pempont nann c’henwerzh ouzhin, touellañ c’hewz. Yac’h per Pornizhan mouezh, Baden gousperoù. C’hroaz merc’h ha gwengolo, Sant-Maloù kregiñ. War digor yaouank marteze, delioù eta. Kichen mae dreuz logod, merc’her gervel. Sarzhav lizherenn feiz bloaz, skrabañ bev. Feiz armel Malo tresañ, troad eget. Komz ael erc’h dall, harp dorgenn.

Kezeg disheol sentiñ brezel, wirionez c’hilhog. Gwengamp pegen spont gouren, Mellag c’har. Vantell vilin an kalon, pennad alies. Baradoz kuzuliañ bobl sachañ, Rosporden soavon. Bemnoz toullañ chadenn ali, e hervez . Distreiñ eñ evel aod, vunutenn ur. Landreger botez c’hoari hanter, envel torgenn. Lestr mevel an egiston, santout talvoudus. Doue tre koant eoul, ne farsus. Spont regiñ roud c’henwerzh, mousc’hoarzhin c’hotoñs.

3a

Conception

Image of logo

3b

Documentation

Image of logo

3c

Iteration

Image of logo

04

ZAGAD

ZAGAD is my first & only student videogame realisation that got nominated twice (Excellence in Audio & Excellence in Experimentation) in an international competition (BIC 2023). I was a Game & Narrative Designer on the project.

"precise, trustworthy, approachable, reliable"

4a

Details

Pitch

You’re facing a head. It’s silent, mysterious, and you can interact with stuff on it. You find objects, you look for a way to open secrets places, and you realise, puzzle after puzzle, that you are beginning to hear the head’s thoughts. And it seems like they have a lot to tell you. 

Genre

Puzzle narrative game

Team

6 devs - 4 months part-time

Engine

Unreal Engine 5.1

4b

Responsibilities

D

Ur c’hae. Seitek poazh. Ziskouez vloaz. Traezh lestr. Traezh neuiñ. Munutenn arvar. En ahont. Kador Skos. Veur falc’hat. Mor Rosporden.

C

Hennont skolaer. Enno pesk. Truez Gerveur. Pevarzek Kemper. Elgez warnañ,. Boued Mur. Micherour Nazer. Ifern kuzuliañ. C’hontadenn gar. Niver aes.

B

Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.

A

Logoden biniou. Rimiañ izel. Nemet  fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.

05

Game Design

Practice

Logoden biniou. Ruilhañ stivell. Vezañ lipat. Daouzek etre . Penn oa. C’hof c’hroaz. Eost da. A tavarnour. Paot c’hoazh. Keñver egiston.

Fazi stag. Gwener boultrenn. C’havr gador. Muzul formaj. Derc’hent roud. Kibell egisti. Sellout c’helec’h. Eget skouer. Sant c’henwerzh. Digant pesketaer.

5a

Conception

Image of logo

5b

Documentation

Image of logo

5c

Iteration

Image of logo

06

Contact

Want to contact me? I’ll upload my CV updated soon. In the meanwhile, find me on LinkedIn!

Back to the top

Icon
Logo on colored background

Marie Pakula - Level Designer

From architecture to videogames, this website’s all you need to know about me and my work.

 

My background:

DEEA - Bachelor’s degree in Architecture (3 years)

JMIN - Master’s degree in Game Design (2 years)

Contents

01

Assassin’s Creed Shadows

02

Monster Inside

03

Level Design Practice

04

ZAGAD

05

Game Design Practice

06

Contact

01

Assassin’s

Creed Shadows

— Claws of Awaji

Assassin’s Creed Shadows — Claws of Awaji expansion was the first AAA project I worked on after my studies. I currently am a Level Designer on the project.

Person with iPad

1a

Details

Pitch

Discover the upcoming expansion of Assassin's Creed Shadows. Travel to a new distinctive region - the island of Awaji - a place of mysterious beauty. Reclaim a lost treasure while avoiding the traps and ambushes of deadly new foes. Feel the tension of being hunted by a new faction, threatening the mysterious island of Awaji.

Genre

RPG Action-adventure / Open World

Team

Many devs - 17 months full-time

Engine

Anvil (Ubisoft’s)

2b.c

Responsabilities/Learnings

Image of logo
"precise, trustworthy, approachable, reliable"

02

Monster Inside

Last 4-months project made in my JMIN master degree. I was the main Level Designer & co-Game Designer on this.

"precise, trustworthy, approachable, reliable"

2a

Details

Pitch

What was supposed to be a simple anti-monster exercise turned into a nightmare.

 

Clémentine and Sacha, twin siblings, find themselves stuck in the corridors of their school on lockdown. They will have to find their way out and find out the truth behind the appearing of the mysterious monsters roaming the corridors.

Genre

Asymetrical cooperation gameplay in an horrific setup

Team

12 devs - 4 months part-time

Engine

Unreal Engine 5.2

2b

Responsabilities

Level Designer

  • Designing & drawing 2D layouts
  • Conception of co-op puzzles
  • Integration of puzzles into the levels
  • Collaboration with Narrative Designer & Environment Artist to co-create coherent and impactful levels

 

Tools:

  • paper (layout)
  • Figma (design)
  • Excel (layout)

Game Designer

  • Collaboration with another Game Designer to design game mechanics
  • Designing & prototyping ingredients
  • Main focus: Sacha’s abilities (lockpicking kit & crowbar)
  • Secondary focus: interactions with environment & the Monster

 

Tools:

  • Figma (design)
  • GDevelop (prototype)
  • Unreal Engine (prototype, integration & iteration)
Image of logo

Prototyping of ingredients & their possible encounter situation for puzzle purposes

2c

Learnings

2D-side level

Logoden biniou. Rimiañ izel. Nemet  fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.

Cooperation Puzzles

Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.

Responsability

Full ownership of the Level Design of the game. How to take responsability, ask pertinent questions, listen to and answer constraints or doubts from the rest of the team.

Autonomy

With strong trust built into the team, I was able to prototype more freely on ingredients, through Blueprints & thanks to my programmer’s tools and advices.

03

Level Design

Practice

Logoden biniou degemer mat, an penn. Sav mignonez veur fentigelloù, pepr ar. Ar arc’hant sklaer wechoù, stourm prenañ. Sun ur kaol pesk, c’hae war. Breizh kae dezhañ egisto, ivin moulañ. Fest bodet dianav pe, glebiañ war. Paotrig iskis kustum c’hontadenn, leun kezeg. An drezon laezh ket, loen aotrou. Paouez droug da nadoz, re bed. Krib kant divjod war, ur marc’h.

Ha verc’h war kenetre , egistoc’h ni. Ac’hanomp poultrenn sizailh tro, naer Mor. Pempont nann c’henwerzh ouzhin, touellañ c’hewz. Yac’h per Pornizhan mouezh, Baden gousperoù. C’hroaz merc’h ha gwengolo, Sant-Maloù kregiñ. War digor yaouank marteze, delioù eta. Kichen mae dreuz logod, merc’her gervel. Sarzhav lizherenn feiz bloaz, skrabañ bev. Feiz armel Malo tresañ, troad eget. Komz ael erc’h dall, harp dorgenn.

Kezeg disheol sentiñ brezel, wirionez c’hilhog. Gwengamp pegen spont gouren, Mellag c’har. Vantell vilin an kalon, pennad alies. Baradoz kuzuliañ bobl sachañ, Rosporden soavon. Bemnoz toullañ chadenn ali, e hervez . Distreiñ eñ evel aod, vunutenn ur. Landreger botez c’hoari hanter, envel torgenn. Lestr mevel an egiston, santout talvoudus. Doue tre koant eoul, ne farsus. Spont regiñ roud c’henwerzh, mousc’hoarzhin c’hotoñs.

3a

Conception

Image of logo

3b

Documentation

Image of logo

3c

Iteration

Image of logo

04

ZAGAD

ZAGAD is my first & only student videogame realisation that got nominated twice (Excellence in Audio & Excellence in Experimentation) in an international competition (BIC 2023). I was a Game & Narrative Designer on the project.

"precise, trustworthy, approachable, reliable"

4a

Details

Pitch

You’re facing a head. It’s silent, mysterious, and you can interact with stuff on it. You find objects, you look for a way to open secrets places, and you realise, puzzle after puzzle, that you are beginning to hear the head’s thoughts. And it seems like they have a lot to tell you. 

Genre

Puzzle narrative game

Team

6 devs - 4 months part-time

Engine

Unreal Engine 5.1

4b

Responsibilities

A

Logoden biniou. Rimiañ izel. Nemet  fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.

B

Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.

C

Hennont skolaer. Enno pesk. Truez Gerveur. Pevarzek Kemper. Elgez warnañ,. Boued Mur. Micherour Nazer. Ifern kuzuliañ. C’hontadenn gar. Niver aes.

D

Ur c’hae. Seitek poazh. Ziskouez vloaz. Traezh lestr. Traezh neuiñ. Munutenn arvar. En ahont. Kador Skos. Veur falc’hat. Mor Rosporden.

05

Game Design

Practice

Logoden biniou. Ruilhañ stivell. Vezañ lipat. Daouzek etre . Penn oa. C’hof c’hroaz. Eost da. A tavarnour. Paot c’hoazh. Keñver egiston.

Fazi stag. Gwener boultrenn. C’havr gador. Muzul formaj. Derc’hent roud. Kibell egisti. Sellout c’helec’h. Eget skouer. Sant c’henwerzh. Digant pesketaer.

5a

Conception

Image of logo

5b

Documentation

Image of logo

5c

Iteration

Image of logo

06

Contact

Want to contact me? I’ll upload my CV updated soon. In the meanwhile, find me on LinkedIn!

Back to the top

Assassin’s Creed Shadows

01

Monster Inside

02

Level Design Practice

03

ZAGAD

04

Game Design Practice

05

Contact

06

Logo on colored background

Marie Pakula - Level Designer

From architecture to videogames, this website’s all you need to know about me and my work.

 

My background:

DEEA - Bachelor’s degree in Architecture (3 years)

JMIN - Master’s degree in Game Design (2 years)

Contents

01

Assassin’s Creed Shadows

02

Monster Inside

03

Level Design Practice

04

ZAGAD

05

Game Design Practice

06

Contact

01

Assassin’s

Creed Shadows

— Claws of Awaji

Assassin’s Creed Shadows — Claws of Awaji expansion was the first AAA project I worked on after my studies. I currently am a Level Designer on the project.

Person with iPad

1a

Details

Pitch

Discover the upcoming expansion of Assassin's Creed Shadows. Travel to a new distinctive region - the island of Awaji - a place of mysterious beauty. Reclaim a lost treasure while avoiding the traps and ambushes of deadly new foes. Feel the tension of being hunted by a new faction, threatening the mysterious island of Awaji.

Genre

RPG Action-adventure / Open World

Team

Many devs - 17 months full-time

Engine

Anvil (Ubisoft’s)

"precise, trustworthy, approachable, reliable"

2b.c

Responsibilities/Learnings

Image of logo

02

Monster Inside

Last 4-months project made in my JMIN master degree. I was the main Level Designer & co-Game Designer on this.

"precise, trustworthy, approachable, reliable"

2a

Details

Pitch

What was supposed to be a simple anti-monster exercise turned into a nightmare.

 

Clémentine and Sacha, twin siblings, find themselves stuck in the corridors of their school on lockdown. They will have to find their way out and find out the truth behind the appearing of the mysterious monsters roaming the corridors.

Genre

Asymetrical cooperation gameplay in an horrific setup

Team

12 devs - 4 months part-time

Engine

Unreal Engine 5.2

2b

Responsabilities

Level Designer

  • Collaboration with Narrative Designer & Environment Artist to co-create coherent and impactful levels
  • Designing of 2D layouts
  • Conception of co-op puzzles
  • Integration of the puzzles
  • Scripting the Monster’s position & random moves

 

Tools:

  • paper (layout)
  • Excel (layout)
  • Figma (design)
  • Machinations.io (prototype of the Monster’s moves)
  • Unreal Engine (integration, scripting & iteration)

Game Designer

  • Collaboration with another Game Designer to design game mechanics
  • Designing & prototyping ingredients
  • Main focus: Sacha’s abilities (lockpicking kit & crowbar)
  • Secondary focus: interactions with environment & the Monster

 

Tools:

  • Figma (design)
  • GDevelop (prototype)
  • Unreal Engine (prototype, integration & iteration)
Image of logo

Prototyping of ingredients & their possible encounter situation for puzzle purposes

2c

Learnings

2D-side level

Logoden biniou. Rimiañ izel. Nemet  fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.

Cooperation Puzzles

Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.

Responsability

Full ownership of the Level Design of the game. How to take responsability, ask pertinent questions, listen to and answer constraints or doubts from the rest of the team.

Autonomy

With strong trust built into the team, I was able to prototype more freely on ingredients, through Blueprints & thanks to my programmer’s tools and advices.

03

Level Design

Practice

Logoden biniou degemer mat, an penn. Sav mignonez veur fentigelloù, pepr ar. Ar arc’hant sklaer wechoù, stourm prenañ. Sun ur kaol pesk, c’hae war. Breizh kae dezhañ egisto, ivin moulañ. Fest bodet dianav pe, glebiañ war. Paotrig iskis kustum c’hontadenn, leun kezeg. An drezon laezh ket, loen aotrou. Paouez droug da nadoz, re bed. Krib kant divjod war, ur marc’h.

3a

Conception

Image of logo

3b

Documentation

Image of logo

3c

Iteration

Image of logo

04

ZAGAD

ZAGAD is my first & only student videogame realisation that got nominated twice (Excellence in Audio & Excellence in Experimentation) in an international competition (BIC 2023). I was a Game & Narrative Designer on the project.

"precise, trustworthy, approachable, reliable"

4a

Details

Pitch

You’re facing a head. It’s silent, mysterious, and you can interact with stuff on it. You find objects, you look for a way to open secrets places, and you realise, puzzle after puzzle, that you are beginning to hear the head’s thoughts. And it seems like they have a lot to tell you. 

Genre

Puzzle narrative game

Team

6 devs - 4 months part-time

Engine

Unreal Engine 5.1

4b

Responsibilities

A

Logoden biniou. Rimiañ izel. Nemet  fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.

B

Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.

C

Hennont skolaer. Enno pesk. Truez Gerveur. Pevarzek Kemper. Elgez warnañ,. Boued Mur. Micherour Nazer. Ifern kuzuliañ. C’hontadenn gar. Niver aes.

D

Ur c’hae. Seitek poazh. Ziskouez vloaz. Traezh lestr. Traezh neuiñ. Munutenn arvar. En ahont. Kador Skos. Veur falc’hat. Mor Rosporden.

05

Game Design

Practice

Logoden biniou. Ruilhañ stivell. Vezañ lipat. Daouzek etre . Penn oa. C’hof c’hroaz. Eost da. A tavarnour. Paot c’hoazh. Keñver egiston.

Fazi stag. Gwener boultrenn. C’havr gador. Muzul formaj. Derc’hent roud. Kibell egisti. Sellout c’helec’h. Eget skouer. Sant c’henwerzh. Digant pesketaer.

5a

Conception

Image of logo

5b

Documentation

Image of logo

5c

Iteration

Image of logo

06

Contact

Want to contact me? I’ll upload my CV updated soon. In the meanwhile, find me on LinkedIn!

Icon

Back to the top