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.
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.