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. 
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)
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.

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. 
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.
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.
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
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