The player embodies a character, designated as a farmer, who arrives in the Greek underworld following a death. He moved to the Champs Élysées where he interacted with the inhabitants and managed agricultural land offered to him by the mayor. The objectives of this project were to work for the first time as a team on a long project and to communicate between each trade.
What did i do ?
Creation and editing of documents
Describe and set up the 3 C’s with precision.
Creation of a prototype
Narration
Establishment of general routines for all NPCs across the different regions of the game.
Level Design of the Entire Map and 2 House Interior
Define and use a custom pattern and NPCs creation tool
Scripting and setting up Quests of all NPCs
Establishment of a pleasant flow for the player.
Bug fixing and working on feedbacks.
Organization of the testing process and management of the playtests sessions.
Applying retakes from reviews and playtests.
Communicating with the team to validate and retake features to match the design intentions.
Tools used
Download - Soon
Documentation
NPC Tool
Grid Tool
Mechanics
Interaction
The player can interact with NPC that he meets to maybe have a quest or a lore discussion. His answers influence the discussion.
Interaction with boxes
The player can interact with boxes placed in the world with different tools and items. Tools: Hand, Hammer, Hoe, Scythe, Axe and the item chosen in the inventory.
Planting
With the Hoe, the player can plow the floor in an empty box to plant a seed.
Harvesting
With his hand, the player can collect plants who have grown. He will have more seeds to plant.
Inventory
The player can stack items to use it or exchange it to an NPC against another item.
Level Design
Process - Paper Work
The 1st phase was paper work, then I transferred and clarified it on a 2D numeric map with a document exposing my intentions and the flow of the level, with visual references.
Process - Block Out
Secondly i blocked out with simple geometry to find scale and test player movement.
Process - Modules
After that, I replaced the blockout with modules to make the level clearer and more readable.
Process - Art / Adaptations
Finally, I worked with the artists to ensure that the intentions of the level are correctly adapted, and to keep the level visually clear for the player.