
Sanatorium
Project Overview
A Metro 2033 universe level developed with Metro SDK.
After your plane crashes in the French Alps, you discover the wrecked sanatorium now serves as a black market hub for mutant trafficking. Secure a vehicle and escape before the frozen hell - or its inhabitants - claim you.
The sanatorium level’s architecture is based on the real Plaine Joux tuberculosis hospital “Le roc des Fiz” (Haute-Savoie, France).
Key Contributions
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Discover a new Engine & level editor : Explored alternative engines via Metro SDK’s custom level editor, analyzing how proprietary tools shape design approaches compared to Unreal/Unity
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Communication & Research : Facing Metro SDK's limited documentation and small community, I proactively bridged language barriers to exchange knowledge with international modders.
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Preproduction : This phase served to refine my pipeline and deepen my understanding of Haute-Savoie's historical context.
Process
Player Mechanics
The research
I wanted to create a map based on a place that deeply marked me as a child: the tuberculosis hospital at Roc des Fiz in Haute-Savoie. This building met a tragic end On April 16, 1970, a landslide obliterated its entire right wing, killing 72 people (including 56 children), making it France’s deadliest natural disaster to this day. Through this project, I pay homage by memorializing its history, ensuring this tragedy isn’t forgotten through interactive storytelling.
The writing
I write to approach the level design literally, which helps me restructure my thoughts and constraints :
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GOALS – What am I trying to achieve, why, and how?
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ELEMENTS – What do I have at my disposal?
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GAMEPLAY BEATS – What do I want the player to feel?
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QUESTIONS – Questions I have and should answer later.
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SEQUENCES – Things I’d like to include in the level.
The map
I drew inspiration from Roc des Fiz’s post-collapse ruins—their tragic history perfectly aligned with Metro 2033’s universe.
I wanted to do dual narrative layers (present-day mutant trafficking vs. Inspired real-world past) and It’s become my design framework.
After securing archival blueprints of the original hospital, I adapted its layout into a playable space, blending historical architecture with the franchise’s signature decay.
Learning of the Metro SDK & Implementation
Facing sparse documentation and a near-nonexistent Western community, I turned to Metro’s official Russian Discord to master this proprietary engine. With their guidance, I:
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Deciphered the interface (3D model libraries, lighting tools)
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Implemented core systems (Navmesh generation)
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Discovered the editor’s scripting capabilities for rapid prototyping
This baptism by fire proved even ‘closed’ engines can be conquered through persistence and community collaboration.




Post Mortem
This project exposed me to game engines beyond Unreal and Unity, broadening my understanding of industry tools. Learning 4A Engine was challenging due to its sparse documentation and infrequent updates, but it strengthened my preproduction skills and reinforced the importance of perseverance for me, planning is just as crucial as engine implementation. Moreover, it highlighted how vital communication is in our field; collaboration and knowledge-sharing are key to collective growth.