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DESCRIPTION

During the project, I participated to the full realization of the 3C, but also of the LDO.

After that, I did a balancing job on the various mechanics.

TEAMS

GD :

- Lucas Coquet

- Axel Kus

Artists :

- Fouad Alsabeh  

- Kathy Huynh 

- Lisa Blanchi 

- Steven Gélinas

CONTRAINTS

- Limit to the creation of an Escape Game
- Programming by the GDs
- Realize the project in 2 months maximum
- Gameplay of minimum 5 min

CHALLENGES ENCOUNTERED

- 4 days to find an interesting concept
- Have several roles ( Lead Level Designer, Game Designer )
- Make the controller pleasant
- Have an interesting gameplay loop

DOCUMENTATION

LDO

Throughout the game, the player will have to deal with the homeowner who tries to kill him with a fly swatter .
The owner hits randomly, but the player can predict the impact using the shade produced by the fly swatter.

The player will be able to use his gun to interact with his environment like dropping slices of bread or moving objects to create a path as well as destroying a wall or objects already damaged

With Slime the player will have to learn how to manage the controller in the air to be successful in platforming challenges.

I balanced the controller so that it is pleasant in the air and not too hard to use

CONTROLLER

For the Escape gamepad I created a little character who will have to face but also use his environment .


Having only me and Axel to program, we did a controller with basic capabilities: Jump - Walk.

Then we added a weapon that will help him overcome the challenges he will face.

This provides us a simple controller with gameplay around the weapon to resolve level design situations.

In a gameplay phase, the player will get a new controller: The  Jetpack.
We designed the jetpack to be easy to use for the player as it will only be used for 1 minute before it goes away.


This sequence gives the player a real sense of evasion.

DOCUMENTATION

At the beginning of the project, I made a clear and complete documentation of the game in terms of the gameplay, the character visuals and the mechanics.

In the document, I also explain the full path that the player will have to take and the challenges he will have to overcome

To help our artists, I have put in place a spreadsheet detailing the list of assets and their order of priority for production.

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