Dying Sun
Info :
Project Type: Video Game
Creation Period: 2024 – 2025
Status: School Project
Team: Team of 10 people
Platform: For PC using Unreal 5.3 and then5.4.4
Role in the Project :
Level Designer – Game Designer
Description :
Dying Sun is a soothing surf game where you play as Hurabi, a young nomad sailing on a solar-powered vessel. In search of the secrets behind the fall of an advanced civilization, she travels through poetic landscapes where nature and technology blend in fascinating harmony.
The Origins of Dying Sun:
Dying Sun is a graduation project that underwent a complete reboot between the first and second year of the master’s program. I joined the team in the second year to completely rework the level design and transform the game from a semi open-world into a linear experience that still provides a sense of freedom and choice.
With a mostly new team and a complete change in scope, we first had to redefine the gameplay experience, including mechanics, narrative, and art direction. The goal was to keep the 3Cs (Character, Controls, Camera) that were already established, so we could focus our efforts on delivering a polished playable demo.
Creating a Unique Experience:


Before integrating the level into the engine, I started with environmental research and a detailed layout plan to structure our gameplay intentions. The objective was to allow players to approach the game at their own pace, whether they were looking for a contemplative journey or a more dynamic experience.
To achieve this, I defined a macro vision for the level design. Each area needed its own pace, creating a consistent intensity curve across the demo.
On a micro level, I used an approach inspired by ski slopes. No matter which path the player takes, all routes lead to the same final point. This way, each gameplay section offers different routes and atmospheres, giving the illusion of choice while maintaining linear progression.
One of the unique features of Dying Sun is its movement mechanic, which lets the player travel uphill. This opened up opportunities to play with verticality and enhance the contrast in rhythm across the environment.


Reflection on Dying Sun:
This project allowed me to fully develop my vision as a level designer and make real creative decisions. I learned how to adapt my scope to the team’s abilities while fine-tuning every element of the level to stay true to our original vision.
Unlike my previous experiences, I didn’t have a project management role here. This gave me the opportunity to take a step back, reflect on how I collaborate within a team, and better understand the challenges of larger-scale production.
Finally, Dying Sun is the first project I’ve worked on (even as a demo) to be published on Steam. Seeing player feedback and the impact of the game on its audience has been a powerful experience.
Today, Dying Sun reminds me of À la Mine, a student project with clear professional potential. Only time will tell how far it will go.
A Little More…
You can play the game on Steam.