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Stickyboy
About

Platforms: PC

Engine: Unity 5.1

Genre: 3D-Plateform, 'Physics' game

Time: Half-time 5 months

December / 2015 to June / 2016

Team: 10 members

Awards / recognition:

Isart Digital (internal competition with over 50 professionals of the indutry) : Best Gameplay

Ping 2016 - Nominee to best student game

Laval virtual 2016 - Nominee to 'Demos' section

Indie Prize 2016 - Nominee to best Student Game

Description

Stickyboy: the Curse of Oilytown is a 3D Platformer student project. It features a 20-30 minutes single player campaign oriented on humorous gameplay situations.The main character has a special mutation: the sticky mode. When he activates it, his hands and feet can stick to any surface : blending physical ragdoll game type to a more classic 3D plateformer experience.

Level Design
  • CONCEPTING

    • Paper-design of gameplay bricks

    • Rational level design documents

    • Develop proof of concept

  • DEVELOPMENT

    • Prototyping and greyboxing level design situations in Unity

    • Iterate gameplay elements to final

    • Implementations and tweak in Unity of

      • Dynamic objects

      • Colliders

      • Script events (Gameplay,Sound, Camera, FX)

      • Script variables

    • Tweaking of global level design based on playtesting

Challenges

I was one of the two game designer on this last school project, the only asked requirement was to make  at least 20 minutes of gameplay. This project was really challenging : It was a half-time project (I was alterning with my traineership at Tralalere and my free-lance project Virtual Dream center)

Quality Assurance
  • TESTING

    • Gameplay testing for tweaking

    • Level design testing and analyze of global game flow

    • Unity & Wwise engine testing

  • PLAYTESTING

    • Running tests and collecting data

      • Bug report and analyze

      • Summarize player experience

Game Design
  • DOCUMENTATION
    • Writing and updating the Game Design Document
    • Research and writing on the overworld design (World, Music, Story)
  • DEVELOPMENT
    • Core-gameplay design prototyping
    • Visual and written story-telling implementation

  • TEAM-WORKING
    • Organising brainstorm sessions for macro-design choice and elaboration
    • Point of contact of team for homogeneity to gameplay experience.

    • Managing global integration

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