
IZDIHAR
Izdihar is a platformer/puzzle game set in a dreamlike universe inspired by Persia.
You play as Izdihar, a young girl exploring a world where her father's stories come to life.
Manipulate your environment, solve puzzles, and use your ingenuity to advance through the levels.
Explore enchanting settings such as the Jardin des Plantes or the Pont au Change, and let yourself be transported on a journey where imagination and memories play a key role.
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Year: 2023
Duration: 6 months
Role: Level Designer
Software used: Unity, Notion, Photoshop

Presentation and context
As part of our final year of my degree, we had to work on a six-month project. The one I worked on as a Level Designer was Izdihar.
This project is very important to me; it's the first major project of its kind I've worked on. Before that, I'd only completed projects lasting a few weeks at most. It was also while working on Izdihar that I confirmed my choice of Level Design.
Documentation
The game features locations from Paris, the Jardin des Plantes and the Pont aux Changes, but uses Persian architecture. My levels therefore had to take these parameters into account, and I had to be in constant communication with the Level Artist.
Since the game's mechanical aspect is the manipulation of the environment, the levels had to feature locations with complex architecture, encouraging the player to observe and interpret what they see, and to solve the various puzzles.



Research
After extensive testing and research, I arrived at a first, more detailed version of the game's two levels, divided into several workshops that alternate between an exploration phase, puzzle solving, and a platforming phase once the puzzle has altered the setting.
Managing the pace was therefore important; I also had to discuss with the Level Artist the colors, lighting, and elements to highlight. Collectibles were therefore added to guide or pique the player's curiosity.
Blocking and dressing
Once again, this was the first project on which my work depended on another person, and vice versa. My diagrams, sketches, and blocking had to be as understandable as possible.
The visual design required a large number of changes to the levels, so it was also on this project that I had to learn to constantly be ready to modify or delete entire sequences as the project evolved.







Playtests
The various playtests helped us adjust and balance the puzzles, platforming phases, and especially the framing and composition of the shots so that the player is oriented as we intended.
The objective of the workshops will very often be in front of the player, the collectibles are an indicator on how to get there. I also had fun hiding some off the main path, visible from certain viewpoints in the next workshop, thus encouraging the player to turn around and see the workshop from a different angle.

This project was very important and very useful for me. It allowed me to work for the first time on a larger student production lasting several months, with more people than on other smaller projects. It also helped me greatly improve my presentation and team communication skills, and I learned a lot about game production and management.
Ultimately, it was this project that confirmed to me that I wanted to specialize in level design.