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Welcome to a dazzling amusement park, now overrun by hostile elves.
You play as a powerful fairy, armed with incredible telekinetic abilities, ready to turn the entire environment into a weapon.
Hurl objects, reshape the battlefield, and dive into explosive, high-energy first-person combat.
Your mission: wipe out the invaders and reclaim the park, one spectacular showdown at a time.
The magic is yours. The fight starts now.

"Wipe out waves of enemies, by countless ways, using your environment and your powers of Tinykinesis!"​

Unreal Engine

5.4

Best Game design 

ESMA 2025

University Project

About Tinykinesis

In a brightly colored amusement park, the player embodies a fairy who manipulates the environment with telekinesis, in order to eliminate hostile elves who have invaded this park in explosive and nervous first-person combats, until managing to completely rid it of these invaders.

Fight hordes of unique and colorful enemies that have invaded the amusement park.

Destroy scenery elements to progress and defeat your enemies in style, unleashing chaos in the park's various zones.

Visit EUFEARIA PARK, a miniature amusement park built by fairies with its vibrant themed areas.

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Solo player game

Project Role

For this project, I achieved both the DESIGN and ART levels to create fun and beautiful settings to explore.
This is my final-year team project, and I'm pretty proud with what I accomplished with the 3D artists.

This project is part of the ESMA school's final-year curriculum.

My responsibilities included :

Level Designer

  • Constructing a level design based on fast-paced gameplay using telekinesis so that the player can defend themselves by using their environment.

  • Optimise the level with an LOD system and level streaming, and ensure the stability of scripted elements.

  • Creating breathtaking panoramas so that the player feels immersed in this magical world. Bringing and building the scenery to life by making it believable in relation to the player's scale.
     

  • Inventing fun levels and arenas to fight in, encouraging the use of the environment and unleashing chaos against hordes of enemies.
     

  • Making levels with different objectives and rhythms to suit the flow curve desired by the GAME DESIGNER

VFX ARTIST

  • Creating all special effects in the game using the NIAGARA SYSTEM in a cartoon-like style.

  • Inventing ambient particles, animated materials, magical power effects and explosions effects.

Levels

The EUFEARIA park is divided into several themed zones. Players begin at the park ENTRANCE, where the main attraction is a children’s carousel.

They then move on to SPLASHLAND, a water-themed area filled with large waterfalls and water rides.

Their journey ends in the FAIRIES WHEEL zone, which has been taken over by enemies who are building their lair there.

  • Each zone introduces a new enemy type and a new gameplay mechanic.

  • Enemy composition varies based on the selected difficulty level.

  • To balance the experience, puzzles and calm moments are included to offer breaks and diversify the gameplay.

  • Each zone features a unique visual style and a layout that shifts between wide-open spaces and tighter, more enclosed areas to enhance tension.

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ENTRANCE


ENTRANCE is the game's starting area, culminating in the carousel plaza, which represents the first significant difficulty spike. This area is designed to teach players how to use telekinesis and the Double-Jump. Once players master telekinesis for the first time, they enter an area where they can freely test their power on various objects to understand its full potential.
SPLASHLAND

Splash Land is the second area of the game, built around water-themed attractions.

The zone is a large open space with wide views, where waterfalls act as natural landmarks guiding the player forward. Here, players learn to use rides in the arenas and master their new ability: the
Dash. Many arenas are surrounded by water, and falling in leads to drowning.

The player begins on dry land, solving battles and puzzles to uncover a hidden passage behind the waterfalls. Their goal is to find a key that unlocks the final area. Once they have it, they return to the entrance through a unique water roller coaster sequence.

To keep production efficient,
many assets in this zone were created by reusing and adapting existing 3D elements.
FAIRIES WHEEL

The Fairy Wheel is the final area of the game, built around a large plaza dominated by a Ferris wheel.

The enemies have transformed this zone into a
massive fortress, powered by a giant magical beam that serves as the player’s main visual landmark. The area features a warmer red-orange color palette to increase tension.

This final zone acts as a
large arena where players can activate the Ferris wheel, causing it to break free and create chaos. The goal is to survive waves of enemies while destroying the giant idol that supports the fortress. Once the idol falls, the castle collapses and the park is saved.

The entire area is assembled using existing 3D assets, allowing the team to refine the visuals while keeping production efficient.
Optimizations

Solutions provided for performance-related issues

Level streaming

As the project progressed, the sets became more detailed, with unique 3D models and textures. So I set up Unreal Engine's Level Streaming system to load specific parts of the level, reducing the overload of objects to be loaded based on the player's position.

LOD system

In addition to the level streaming system, I added the LOD (levels of detail) system to all 3D objects in the scene. This made the game run smoothly at 120 FPS instead of 50 FPS!

Level design Pipeline

Demonstration of my PIPELINE LEVEL DESIGN regarding the creation of the SPLASHLAND level

Because the game design requirements were very specific, I created a diagram to visualize and organize the different gameplay situations desired by the game designer. It was already specified that the objective of the level was to find an item and then return to the entrance of the area.

Diagram

I imagined sketches to establish the overall appearance of the level and its main elements in order to be consistent with the artistic direction of the project.

Global Art sketch
Arena creation

I then contextualized the different gameplay situations in order to build arenas that are consistent with the artistic and gameplay goals.

As the project progressed, the blocking phase began with GREYBOXES to test the arenas, followed by gradual visual development. Regular adjustments were made to improve the gameplay experience, and several playtesting sessions were conducted throughout the project.

Blocking & Polish
Gameplay Footage

Here is an example of gameplay when the player enters an arena.

Reception
Best Game Design ESMA 2025

The game received an award from a senior industry jury, selected from a lineup of projects developed by other teams in parallel.

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