Steeven GALEAU - Portfolio

— PROJECT NAME

The Sandbox Next


— SUPPORT

Mobile


The Sandbox Next is a mobile multiplayer shooter prototype taking place in a voxel metaverse.



Where 20 players are competing. Get points by hunting zombies and players to climb the ranking, but reaching the top will make you vulnerable and visible to everyone!

Level Art & Level Design

Tools :

- Game Maker (in-house Engine), UE 5.6

- Miro, Figma

- Jira



Tasks :

- Level Design & Level Art

  • - Optimization : level & asset analysis, exchange with devs & artists to handle memory & gpu consumption.



Difficulties :

- Working across multiple temporary tools depending on other projects.

— ROLE

Level Designer

Level Artist


— DATE

June 2025 – Today (current)


Title



Mobile controls, "large maps", light gameplay that could evolve in any direction due to very changing timeline.


Interesting design, highlight power of the voxel Art style while avoiding TSB Legacy's weakness (too empty, lack of readability)



Approach : What gameplay to highlight


Controls : Double jump, run, pick up ammo/health pack.

Gameplay : Kill zombies and players for points while staying alive.


No crouch/dodge, instant hit (no ballistic or bullet travel) & with an auto aim, no reload. First player to find & hit is usually the winner.

  • - Less strategic during fights, more about hiding/finding,


Main thing : Knowledge of map, good use of corners, cover and hiding spot. Verticality.



Goal : Incentive to be always roaming (searching for health/ammo pack, zombie for points). Corner based & attention : be wary of your surroundings, quick to go into cover.

=> Map split into sub areas/squares interconnected. Each area have golden paths that players can take to cross said area while collecting ammo and killing zombies, by being more or less careful.

Each area is connected through several means to others, pushing player to roam across the map with the same logic.


Hold a strategic point if you got enough advantage (a high point with a healthpack). Usually with little room for protection/can be outnumbered.

=> Creating natural gathering spots through layout (valley, town square, major PoI…) and resources (ammo/heal spawner, quantity of zombies..). Design these as "arenas", with cover, intended hiding spots and ways to dislodge players.



Description

/



Narrative



Description

/ Not a main element of the demo, but wanted to build upon existing concept from the TSB Brand that had success on previous games, as well as the core concept of metaverse :

- Virtual World

- Melting pot of themes, worlds and IPs/Brands

- Portals



How to &

Visuals

Images, videos & Levels belong to The Sandbox.

Characters & Branded elements belong to their respective IP.

“Block Ops” – City Map

Level Design & Art – Modern city invaded by various biomes from the Metaverse

Designed around Corner & Strategic point holding

“Sand Heist” – Patchwork Map

Level Design & Art – Designed around re-used locations from old levels and mixed together as a cohesive metaverse environment


Multipurpose map designed with “open areas to wander in”, indoor areas with secret passages and a focus on verticality.