Alexis THERON | Junior Level & Game Designer

"Dishonored" Custom map

General Informations
Genre : Action - Stealth
Camera : First Person
Plateform : PC - Home console Player Mode : Solo
Business Model : Premium
Target : Stealth game fan
Rating : 18+

Plateform

Unreal Engine 5.3

Synopsis
A new warship, the Leviathan, is under construction in the Dunwall docks. Armed with lightning cannons, it is the Lord Regent's secret project. Once completed, it will enable the government to crush all opposition and extend its control over the Empire.
Creation Process
This personal project aimed to design a game level that could seamlessly fit into the universe of Dishonored, developed by Arkane Studios.
To achieve this, I conducted an in-depth study of both games in the franchise, analyzing their level design structures, gameplay mechanics, and environmental storytelling.
​This research allowed me to develop the first half of a playable level, along with its full documentation and an early prototype. The goal of this prototype was to replicate the distinctive game feel of Dishonored, focusing on immersion, verticality in level design, and offering players multiple approaches to complete objectives.

Full walkthrough video
Game test & analyse
Visual research for LD elements
Layout
Iteration
Blocking
Level Design Document
Visual Researches
To establish the visual foundation of my level set in a shipyard, I carried out online visual research. I explored numerous image banks and documentary photographs to gather references from real-world shipyards. My goal was to immerse myself in the atmosphere and typical structure of these environments—massive cranes, steel docks, ships under construction, mechanical workshops, and industrial details. These images served as references to help me design a believable environment that aligns with the dark and detailed visual style of Dishonored.














As part of the level design process, I also conducted in-depth visual research to find references not only for individual elements and structures within the environment, but also to help define the overall aesthetic of the level. This early phase allowed me to think ahead about the artistic direction of the shipyard setting, drawing inspiration from textures, color palettes, materials, and the visual atmosphere of industrial port areas. These references guided me in creating a coherent and believable environment that aligns with the dark, immersive art style of Dishonored.
Level Blocking
Once the layout of my level was established, I conducted in-depth research on the Dishonored universe, focusing particularly on its architecture, visual atmosphere, and the way environments contribute to storytelling. I also studied the design of industrial infrastructures such as shipyards, in order to create a level blocking that was both functional and immersive.
Beyond the gameplay aspect, it was important to me that the level visually reflected the identity of the Dishonored universe, by incorporating architectural and stylistic elements characteristic of the franchise.
Here are a few screenshots of my final level blocking:














Process Creation step-by-step
​Throughout the creation of my level blocking, I took numerous screenshots to track the progress of the construction step by step.
Here is what the development of my level looked like from start to finish, shown from different perspectives :



