Context
Develop a concept that would be shippable on steam with the following restrictions:
-All the game’s content must have been made by this years’ students.
-4 weeks of pre-production with a team of 10 junior level designers
-15 weeks of production with a team of 50 juniors from different domains (Sound, Animation, 3D Modeling, Level Designers and Scripters).
The game has to:
-Be in 3rd person rendered in a realistic style
-Be localized in underground ruins
-Follow a general theme of spirituality
-Have a total of 3 characters with one of them being non humanoid
-Contain puzzles
The game CANNOT contain:
-Any form of Dash, Stealth, Boss fight, Liquid interaction
-Voice overs or Cinematics
Our Team
Tim Mondanel
Olivier Plante
Keven Houy
Maxime Filion
Commentary
Adapting to the situation
I informed my team early on that having a combat system in our game would take a lot of resources from all domains. Also, the lack of enemy variety would have been felt. To focus on the platforming and puzzles, we opted to stay away from a combat system.
There is no fighting in the game since we would have limited variety in NMEs and it’s a lot of resources in animation, game design and programming.
To reuse as much of the environment, we decided to implement backtracking with new abilities.
My background as a dungeon master helped me create a coherent worldbuilding and storyline that didn’t need gameplay lines and cinematics. I also knew coherence problems would be almost inevitable through this short production. I designed the world around mysteries and exploration. Abandoned ruins of an ancient city containing strange spirit technologie gives us a lot of flexibility.
These are the major directions we introduced for our Pitch. The fact that everything was coherent, planned and had the most feasible scope got us the majority of the votes.
Feel free to contact me if you have any questions or would like to discuss work possibilities
Zachary Giguere
Montreal, Quebec