OVERVIEW
We were tasked with a 2.5D Action game, heavily centred on mechanics. We decided to go for the family-friendly concept of a telekinetic lab rat that is trying to escape from the evil scientist.
The basic mechanics were fun to build; we found a few key gameplay bricks and constructed some solid levels around them.
We were tasked with a 2.5D Action game, heavily centred on mechanics. We decided to go for the family-friendly concept of a telekinetic lab rat that is trying to escape from the evil scientist.
The basic mechanics were fun to build; we found a few key gameplay bricks and constructed some solid levels around them.
PROJECT BREAKDOWN
- 1 month full time
- Created in Unity, with the help of GitCMD
- 5 Game Designers, 2 Sound Designers, 1 Game Programmer
MY RESPONSIBILITIES
- Initial Game Conception and documentation
- Tutorial and first Level Design
- In-game Tutorial blueprint Design
- UI and Menu Design and programming
- Version control (Git management)
- 1 month full time
- Created in Unity, with the help of GitCMD
- 5 Game Designers, 2 Sound Designers, 1 Game Programmer
MY RESPONSIBILITIES
- Initial Game Conception and documentation
- Tutorial and first Level Design
- In-game Tutorial blueprint Design
- UI and Menu Design and programming
- Version control (Git management)
LEVEL DESIGN - TUTORIAL
As I was in charge of the tutorial level, I focused on how we would use the Level Design in order to teach the player.
I made sure that the player would learn things one at a time, starting from basic movement. The blueprints were there for more complex mechanics, but I tried to make the environment teach first and the player be unable to progress until they learn said mechanic.
I made sure that the player would learn things one at a time, starting from basic movement. The blueprints were there for more complex mechanics, but I tried to make the environment teach first and the player be unable to progress until they learn said mechanic.
Tutorial Level Design mock-up in illustrator
UI AND MENUS
I wanted to design a menu that was easy and fun to use with a controller. Since one button would always be highlighted, I strove to make the feedback as clear as possible, while still keeping the menu themed.
I took advantage of the 360° controls to make a non-linear level select.
I wanted to design a menu that was easy and fun to use with a controller. Since one button would always be highlighted, I strove to make the feedback as clear as possible, while still keeping the menu themed.
I took advantage of the 360° controls to make a non-linear level select.
VERSION CONTROL - GIT
We had a branch per person, but after having had so many conflicts, I believe that a branch per in-game feature would work better: a branch that is opened and closed as soon as that feature is complete, allowing several designers to work on several features simultaneously.
We had a branch per person, but after having had so many conflicts, I believe that a branch per in-game feature would work better: a branch that is opened and closed as soon as that feature is complete, allowing several designers to work on several features simultaneously.
REFLECTIONS
Something that I am particularly proud of is the game's clarity and ease of access. Our goal was a family-friendly game, so we challenged ourselves to excel in our tutorial.
Each level was clearly defined by its own USP and colour, so the player could easily differentiate and remember.
Something that I am particularly proud of is the game's clarity and ease of access. Our goal was a family-friendly game, so we challenged ourselves to excel in our tutorial.
Each level was clearly defined by its own USP and colour, so the player could easily differentiate and remember.
I thoroughly enjoyed the Level Design. We were a little too ambitious: we had too many mechanics when the LD possibilities were so vast with only a few bricks. However, the pacing and flow of the game is was fun to make, and fun to play.
The game could have profited from a better organisation structure. I learned a lot about how to produce a video game from start to finish in a team. Next time I will improve my communication clarity, both between Game Designers and with our Programmer.
CREDITS
Thank you my fellow Game Designers:
Sophie De LaPortalière
Nils Germain
Samuel Guegant
Théo Bosco
Our superb Music and Sound Designers:
Stanislas D'Arnoux de Fleury de l'Hermite
Hugo Le Bolloc'h
Pierre Cady
and our Game Programmer, who did the work of two:
Yohann Demaison-Regne
Thank you my fellow Game Designers:
Sophie De LaPortalière
Nils Germain
Samuel Guegant
Théo Bosco
Our superb Music and Sound Designers:
Stanislas D'Arnoux de Fleury de l'Hermite
Hugo Le Bolloc'h
Pierre Cady
and our Game Programmer, who did the work of two:
Yohann Demaison-Regne