A 4 player co-op couch game where you use whatever you find in the house to save it from the flames.
The role of this one page is to have all core mechanics of the game synthetized in one poster which is always visible by the team.
Some of the presented features were cut. We kept mechanics that were the most important in building our goal experience.
Writing synthetic and comprehensive documents which can be modified and shared easily is decisive. Here is an excerpt from a document I have made for this project.
I investigated several subjects during this project to be able to make well informed decisions. To be more efficient, we split the workload to research key design fields during the beginning of the project.
Iterating over level design and testing out ideas was also part of my work in this project.
We defined camera's maximum range, object and character sizes to ensure game readability. This led to our level size as we wanted one-screen levels.
Walls' height and thickness were then defined on the camera view to minimize blind spots while still ensuring circulation clarity.
We used a base unit (1m) to build our levels.
I made helpers to ensure metrics were respected when we integrated content and designed levels.
Our UX/UR designer made several playtests to gather feedbacks, but we had not enough iterations to balance the game with only these playtests.
We dedicated team playtests to balancing. During these sessions I balanced the game on the fly, taking into account our dev team's skills, which allowed an overall balanced experienced despite our small time resources.
We gathered ideas during brainstorming sessions that we would then filter and refine to get to mechanics matching our intentions and scope.
We also held small and short meetings to keep the team updated with key decisions in the beginning of the project.
My engineering skills allowed me to easily understand programming challenges and to design features with the right level of detail.
Amaury Butaux - Game/Level Designer
Ethan Fillette - Music Composer & Sound Integrator
Liam Hô - Producer
Théophile Lauseig - Game Artist
Keltoum Marsli - Game/Level Designer & Sound Designer
Maxime Maurin - Programmer
Christopher Norton - UR/UX Designer