

AWAY: The Survival Series is an animal-based adventure game set in a distant, human-less future.
Narrated like a nature documentary, AWAY takes you on the Sugar Glider's journey across a decaying planet as you piece together the mysterious origins of your world.
Genre : Action/Adventure
Position : Tech Level designer & Game designer
Duration : Aug 2016 to March 2018
Platform : PC | PS4
Release Date : 2020
CONTRIBUTION
Making organic level design in Unreal Engine 4 Editor
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Building an immersive post apocalyptic world with mother nature who has taken back his rights.
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Sculpting terrain to have a natural organic look and have interesting framing for player guidance.
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Finding interesting way to play with avatar abilities (Climbing, Gliding, Jumping) in this world.
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Making level design documents to organized environments, difficulties step up and mechanics introductions.
Designing, programming and integrating game systems
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Prototyping avatar (3Cs) with walking, jumping, climbing (on trees), gliding navigation.
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Designing and programming complex fire propagation system to create a fast paced level who the player have to escape a forest in fire.
- The system is constructed with firable objects (ex : trees) and fire trigger.
- When fire trigger expands & reaches firable object(s), then firable object(s) become another fire trigger.
- With this main logic, the level designer can build pacing and interesting fire propagation.
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Making a Complex checkpoint system with a respawn logic. Work with open space associate with linear storyline.
(have to connect events to have a full game flow with saving system)
Setting up workflow in the engine project and design documents.
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Setting up game wiki structure and documentations for teammates needs.
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Finding solutions to have best practices for our small team (stay organized).
- Working on a naming convention.
- Working on level composition and assets organization to allow working access to other developers at the same time.
- Finding methods and best practices with past failure analysis. (Studio was at his starting)
And working on VR Experience
Our first project was to work on a flying locomotion system with HTC Vive controller. The goal was to avoid motion sickness, find our creative direction and have an photorealistic approach.
Player control a bearded vulture flying to escape natural disaster. Like a animal documentary, a narrator tells the course of the story.

The player can go up/down and go left/right and is on the back of the beast. He have to avoid some dangerous obstacles on his way.
GAME DESIGN
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Design and script Character/Control/Camera in VR from prototype. The challenge was the motion sickness and have intuitive control to everyone.
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Program controls in blueprint with roomscale position to get real movements of the player.
LEVEL DESIGN
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Design from the forest beginning to fire transition. I made more than one path with difficulty variation.
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Intentions was to feel lost to the player but always on the right track with trees density and the vulture companion.
SCRIPTING
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Visual ambiance transition : blend fogs/lightning parameters in blueprint
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Gameflow (cinematics integrations, restart at the end, etc)