Theme :
Puzzle Game
Archery
Casual​​​​​​​

Technologies :
Unity
C#

Plateforms :
Oculus Quest 1/2
 
Team :
4 Game Designers and programmers
3 Game Designers
4 Game Artists
1 Producer
1 Music and Sound Designer
My role in the development
Macro Game flow & Structure
In short my main objective was to make this transition as seemless as possible while all the macro gameflow operations were running.
In short my main objective was to make this transition as seemless as possible while all the macro gameflow operations were running.
In this project, my main role was the supervision of the game progression at a macro and micro level.

This includes :
- The management of the save system as well as the progression,

- The transitions between the levels

- The loading of music and sound assets

During the production, we often changed the scope of the project. Starting with a target of around ten levels to end with only three of them. Therefore I ended up creating a system that would be modulable enough to easily implement any number of levels.


Hub
Hub concept art
Hub concept art
In game hub
In game hub
The hub is where the player's progression is shown.

I had the opportunity to work closely with the game artists to make it the clearest and most easy to use possible for the player while keeping the game artistic direction. 
Level Flow
The orb purpose is to show the player its progression through it's filling amount as well as showing the player where he should focus his gaze by rotating around him.
The orb purpose is to show the player its progression through it's filling amount as well as showing the player where he should focus his gaze by rotating around him.
I've worked on multiple signs to keep the player informed of its progression through the level.

The objective was to keep the focus of the player wherever we wanted it to be while giving him indications of its progression.​​​​​​​

For more information on the attention we paid on the palyer's focus, please go check out the paper I wrote on this subject here.
Other
Final orb unlocking effects
Final orb unlocking effects
Final orb hit effects
Final orb hit effects
Orb filling effect
Orb filling effect
Homing trails effect
Homing trails effect
Juiciness :

While working on the game I created various visual effects to furthermore enhance the overall game feel.
Level Design :
I also participated in the level design of some levels, as well as the testing and taking of those.

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