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PROJECT REWORK

Project identity
  • Third Person Puzzle-Adventure Game

  • Game Director Master's ending project

  • 1 year conception and development

  • Group of 5 students

  • Developed on Unreal Engine 4

My roles
  • Project Lead

  • Game Director

  • Producer

  • Lead Game Designer

  • UX Designer

  • Level Designer

  • Programmer

Project objective

Production of a vertical slice (final quality) of a game under Unreal Engine. Development of the complete game, from the design phases to the programming and level art phases, during a complete year.

We went through all the design and production phases of a large-scale game development, from pre-production, to vertical slice, but on a scope of one year.

Concept

The player embodies a character with an implant allowing him to have improved physical skills. This implant allows the character to change active skill in the heart of the action to progress in a futuristic city totally deserted by its population.

Project origin

The concept of this game comes from me. I had the great chance to be selected by the jury of the Artline Institute, to launch my concept in the development phase with a team, made up of other students.

The game has been developped from scratch in one year with a team of 4 students (5 with me).

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The main advantage of small team student projects is that everyone can work on different aspects of the game. As Game Director, I had the good fortune to be able to work on the majority of aspects, and to discover all their subtleties.

Having worked a lot on the design of the game and its programming, other students took care of the level art.

DESIGN DOCUMENTS

Game Design

Conception of the game system

Conception of the gameplay loop

Conception of the OCR loops

Conception of the game session

Creation of all the documents on Confluence for the 3C's, character skills, progression, etc.

Creation of one page documents for skills and features

Creation of a Rational Game Design atomic parameters table

Designing the HUD prototypes, linked to the core mechanic of the game

UX Design

Conception of the onboarding of the game, with all the different phases and their content.

UX heuristics analysis of the game following playtests

Organization of usability playtests, and creation of the questionnaire for the testers.

Level Design

Creation of macro level flows

Creation of different top view 2D sketches to plan greyboxing phase

Greyboxing in Unreal Engine

Programming

Programming of the character, skills, and all the different game features

Programming of the different UI elements of the game

Producing

Creation of a milestones document

Creation of a product backlog and a minimum lovable product

Use of the agile Scrum method

Utilisation and update of Trello board to follow Scrum sprints

Utilisation of Jira for bug tracking

Utilisation of Git with GitKraken for the Unreal Engine project versioning

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