Julien Eveillé

Level, Systems and Game Designer

Updaam – Noon

Updaam is one of the four maps of Deathloop. Each of them being split into 4 periods of the day: Morning, Noon, Afternoon and Evening. Updaam Noon is hosting a Target to eliminate: Charlie Montague. Although I designed the whole map during this Time period, I’ll solely present my work on the Target Mission.

Imported 3D LOD Model render by Reddit User: all_thumbs_up

From 2018 to 2021, I had in charge the:

  • Global Layout iterations (All periods’ geometry).
  • Local Layout iterations (Specific period’s geometry).
  • Setup of NPC placement and patrols.
  • Setup of NPC narrative sequences and interactions.
  • Scripting of Events and Outcomes (Cinematics, one liners, gameplay branching)
  • Audio propagation setup (volume based)
  1. Live with(out?) consequences
  2. A map crafted for its Target
  3. Introducing the Map to a genuine Player
  4. 2 Bit (the tiny robot that remembers EVERYTHING)
    1. 2-Bit from the Outside
      1. Charlie bullies 2-Bit
      2. 2-Bit the snitch
      3. An adaptative Layout
    2. 2-Bit encounter
  5. A battleground fit for multiplayer
  6. Death by a thousand cuts
  7. The grand finale
  8. Map contributors

Live with(out?) consequences

DEATHLOOP’s unique structure makes it possible to push the player to proceed through trial and error. At the end of the day, everything is gone. To know more about the design I’ve put into this and get a glimpse of the wide amount of consequences in the map, check the Updaam – Afternoon map page.

A map crafted for its Target

The main Target of the map, Charlie Montague, is a brilliant (but also crazy inventor) he lobotomized himself and put half of it into a machine named 2-Bit. This machine is special, it can remember what happened throughout loops and is a slave to Charlie’s desires.

The Target of the map, Charlie Montague, is a crazy inventor and Game Designer, he lobotomized himself and put half of it into a machine named 2-Bit. He’s since then the mere shadow of his former self.
2-Bit is the slightly emotional AI devoted to Charlie. It is present and active into Charlie’s Mansion. This machine is special, it can remember what happened throughout loops and will be critical to DEATHLOOP’s completion.
Charlie’s Power is Shift (Arkane’s Blink signature power) the interior Layout was designed to foster a fight of Cat and Mouse, with Charlie blinking at every corner while Colt tracks him down.

Condition Detachment may at some point require the player to find a large amount of batteries. Instead of having just them scattered around, I thought it would be great to have them power-up the cosmetic panels meant to bring life and movement to the LARP’s environment. Thus everything is very much centered around the area’s purpose.

Introducing the Map to a genuine Player

Charlie’s Mansion is hosting “CONDITION DETACHMENT” a LARP game with two roles: multiple Investigators (good 😇) and one Invader (baaaaad 😈). Investigators must kill the Invader.

The player is introduced gently to both the concept of the map AND 2-Bit’s presence by being confronted to a sensor/speaker right from the bridge. They are then invited to go through the most obvious path of all.
A conversation between NPCs emphasizes the fact that the next person to enter the building through the principal entrance will assume the infamous role.

Each floor represents one level of the strange SciFi World participants are in. 2-Bit is the master of ceremony, providing some occasional guidance and narrative exposure to player while Charlie remains at the top floor bragging about his cool Shift power.

Killing a Target in Deathloop is necessary to obtain their powers, at first you’re naked.

Although many paths are being at the disposal of player, they can’t safely be crossed without Shift. Meaning that player will necessarily have to pass through the main entrance first in order to confront themselves to the game before having the opportunity to break the game by never passing by the main entrance.

On first playthrough, Player can’t fully flank the map.
Once Shift has been obtained on Charlie, Player will be able to increase their approaches options on the next loops.

2 Bit (the tiny robot that remembers EVERYTHING)

2-Bit monitors everything happening in Condition Detachment and other Charlie’s games, it informs the participants about what’s going on, especially when the Player comes into play to assume the role of The Invader (the big bad guy of the game). It will always care for its Master’s life until a certain point in the game.

2-Bit from the Outside

charlie2bit

charlie2bit

Charlie bullies 2-Bit

2-Bit starts the game with a tremendous amount of toxic love for his bully and Master Charlie. Assuming a very submissive role.

2-Bit the snitch

As a diligent Master of Ceremony, 2-Bit will give away The Invader’s position whenever they change of floor.

This cue can be very useful to a Julianna Player who might know at which floor the Colt Player is located!

invader

invader

2bitlock

2bitlock

An adaptative Layout

Entering through a Window or a door won’t go unnoticed, if Charlie was killed during that Loop, 2-Bit will remember that this security breach led to the death of Charlie and will adapt the Layout accordingly.

2-Bit encounter

Player can meet 2-Bit, many things can be learned and done by talking to it…
  • Special hidden option: Set Charlie as the Invader.
    • Participants will attack Charlieon sight.
  • Special hidden option: Set Julianna as the Invader.
    • Participants will attack Julianna on sight.
  • Evacuate the building.
    • Leaving the building empty from NPCs aside from Charlie.
  • Trigger the Rocket.
    • Burn everyone on the top floor.
  • Become big friends (but it will take time)

A battleground fit for multiplayer

A lot of ground has been covered to ensure a great multiplayer experience in this map. No dead-ends and several cover layers on each floor with tons of mobility options to ensure fair fights but also smart wats to trick your opponents.

Using 2-BIT to set Julianna as the Condition Detachment Invader. Funniest shit I’ve ever seen from Deathloop
For this Period, Colt doesn’t spawn at his regular spot, instead I made him appear farther away from Charlie’s Mansion. Allowing Julianna to be one step ahead in terms of placement

Some areas of the Map are left open to help players navigate and play around. The Library massive building remains available for the Hide and Seek game.

Death by a thousand cuts

As the replaying of our maps is an absolute necessity in this game, killing Charlie had to take MANY forms to provide the player with new forms of murder art, here are some of the most notable ones.

  • Alert him, he will flee to his saferoom first. If you trapped the saferoom or hacked the turrets inside, he will die.
  • Sneak-up to his resting room where he goes in between his Shifting sessions.
  • Snipe him from accros the map.
  • Use shift from the outside to his resting room.
  • Demand 2-Bit to mark him as the Invader.
  • FIRE THE FAKE ROCKET and fry everyone say the top floor (including Charlie)
There’s also a Trophy for being burned by it (among other things) too!

The grand finale

One of the ultimate times player will have to reach Charlie’s place will be to bring “The Runt” a bobblehead with a speaker broadcasting a loud monologue of the most obnoxious person on the Island: Aleksis. The thing won’t shut up, ever. And Player’s goal will be to bring it to 2-BIT, inside. As the Runt is speaking endlessly, player will have to navigate the level with care if they don’t want to attract enemies attention.

The culmination of many playthroughs of the map ending with that special challenge, by that time, player knows the enemies locations and can avoid them carefully to bring the statuette to the end.

Map contributors

Here’s the list of other great human beings who made the shipping of that map possible.

  • Level Designer: (on Updaam Morning and Evening) Dana Nightingale, Romain Gallego. / (Multiplayer setup and balancing) Sylvain Menguy / (Extra Content) Meghan Hannier, Julian Tellieux.
  • Lead Game Designer: Yoann Saquet, Joackim Daviaud.
  • Level Artist: David Di Giaccomo, Grégoire Neyrand.
  • Lead Level Artist: Damien Laurent, Geoffroy Espinasse.
  • Lighting Artist: Victor Frechard.
  • Narrative Designer: Sandra “Sachka” Duval, Sophie Mallinson, Bennett Smith, Alex Scokel, Rosa Dachtler.
  • Animator: Alain Huynh, Thibault Morel, Damien Pougeon, Rudy Pierrat.
  • Game Designer: Alexandre Leboucher, Jonathan Foudral, Jerome Braune, Gauthier Roussel, David Mc Clure.
  • Sound Designer: Fabien Goury, Thomas Mitton, Benjamin Darmon, Michel Tremouiller.
  • VFX Artists: Thibault Guichard, Pierre Brouchet, Victor Anus.
  • Creative Directors: Dinga Bakaba, Sebastien Mitton.
  • Campaign Director: Dana Nightingale.

Partager :

  • Click to share on Bluesky (Opens in new window) Bluesky
  • Click to share on X (Opens in new window) X
  • Click to share on LinkedIn (Opens in new window) LinkedIn
  • Click to email a link to a friend (Opens in new window) Email

Post navigation

← Updaam – Afternoon
Marvel’s BLADE →
  • Home
Create a website or blog at WordPress.com
    • Julien Eveillé
    • Sign up
    • Log in
    • Copy shortlink
    • Report this content
    • Manage subscriptions
 

Loading Comments...