Quest Design

The quest design invites the player to explore the world in a new way, discover its specificities and become part of it. Having a sequence of events not only guides the player, but also creates a rich world to explore.

Summary

Lost Note

Quilli

Lost Note

Lost note

 Project realized with Unity. Our team was made up of 3 students,  approximately 2 months of work.

The aim is to use color in rythm for explore the world. The demo is compose by the tutorial quest, the HUB and the first main quest. I create a side quest on the HUB and the level design.

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My role

Quest and Level Design

- Match vickings and robots 

- The tutorial takes you to the HUB and offer the first buffer. Also, allows the player to associate colors with the correct shooting inputs.
- Side quest :
The disco robot


* 5 min of gameplay
* Tutorial quest
* Side Quest
* Single player

Vickings and robots

Tutorial

Side Quest : The disco robot

Start
- The color box is a key that allows the player to use the main mechanic
- The panel shows in a diegetic way what to do not force a pause with a dialog window

HUB
- Trigger event by Blueprint
- Lights used for guidance

Boss
- Large arena to allow the player to move around the boss
- Colorful tiles and destructible environment that adds stress to the fight

How did I work ?

Big Picture

Ideation and sketch phase to determine the main idea of ​​the level.
Here I use the bubble diagram method for how the player will learn the mechanics of the game.


Big Picture

Creation of the quest flow. The purpose is to create the progression structure in the game. All quest is detailes with all steps and choices that the player can do. 

Big Picture

A quick sketch allows me to give an idea of the player’s spatial progression in relation to the quest.

The HUB is the place where the player can explore the world. He starts by learning the controls in the forest to reach the village. The first building he encounters is the Buffer Hut, which indicates that the player does not have enough buffer. He is then free to visit the village. If he ventures south, he will find the cove that allows him to follow the secondary quest (The disco robot) that will lead him to the carpentry. If he goes north, he will find the inn that requires 3 stamps. He must therefore continue, which leads him to the server room and then he will fall on the carpentry

Credits

Gameplay Programmer : Aryane Duperon

Programmer : Clément Roger
Quest & Game Designer : Elodie Vasseur

Try the game

The link below will take you to my itch.io page to download the Lost Note project. 

Quilli

Quilli

Quilli is a project create in Unreal Engine in the 4 semester of my BAC. The constraints was to create a game inspired by Spyro in a team mixed all specialities (design, art and programmation). Create the entire quest took me about 70 hours. The team was composed by 10 students (4 designers, 4 artists and 2 programmers). I was the only level designer.

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My role

Quest and Level Design

 - Mechanics to guide the player (light trail)
- Mechanics to mark progress (the street lamps or lanterns)

- Find a environmental storytelling for this world 


* 30 min of gameplay
* Main quest
* Single player

Guide the player

Mark progress

Environmental storytelling

How did I work ?

Big Picture

Brainstorm to find the different components  

that can be added to the level (here it's feather, platform, lantern) , how they could interact with each other and in the level.

With the artists we have created a list of objects related to the Fiesta de los muertos and the favelas. For my part, I mixed several of these objects so that they had a unique behavior. Finally, we presented all this to the rest of the team to have our final list of objects to use in the level. 

 Big Picture 


Motivation loop to determine the main idea of ​​the progression.
Here the player can find lanterns. He use them for restore life (+1HP), have a checkpoint or activate a timed platforming challenge. Also, he can meet enemies and beat them through two different attacks.

Big Picture

The Quest flowchart allows to create a global vision of the different stages that the player will have to perform.

More about the quest ?
It's on the Notion

Credits

Programmer : Caroline Loubier

Gameplay Programmer : Nicolas Nguyen
Lead Technic : Vincent-Valérie Dubois
Level & Quest Designer : Elodie Vasseur
UI & Sound Designer : Hugo Lefebvre
Lead Playtest : Frédérick Bélanger 

3D Artist :  Bianca St-Germain 

VFX Artist & Character : Marika Pouliot 

Environment Artist :   Marielle Gauthier  

Animation : Ariane Labrie 

Try the game

 

The link below will take you to my itch.io page to download the Quilli project.