Kaiju Snap

KaijuSnap

VR Drone Pilot Game, PC
Student project (CNAM ENJMIN), 4 months of a vertical slice production


Level & Narrative Designer

  • General flow in the game
  • Level Design of big areas (being aware of the VR drone controls challenges, greybox/blockout, drawing maps and schemes)
  • Lore and characters creation
  • Storytelling, storyboarding
  • Dialogs writing
  • Voice casting and voice direction during recordings
  • Writing and design the drafts of the next episodes (Episodic model)

I came on this project with a double role, Level and Narrative Designer. On the first week, I set a “typical Kaiju Snap experience” model with a storyboard and some key points presentation. With the basic ideas given with the pitch, I structure those elements on a first scenario and keys elements for the game experience.
Starting there, I worked in collaboration with the Game Designer of the project on the creation of a vertical slice, representative of our game. I used excel tabs (challenges and elements repartition), maps with multiples layers and legends, powerpoint/google slide presentations, storyboard, design posters (One Page Design) and rough Unreal scenes (greybox/blockout). I mixed Rational Level Design with a more systemic approach of the world and level building. I also designed some guidelines for our episodic model and wrote summaries of scenario and gameplay elements of the following episodes.

Our entire Game Design Document is available here: Kaiju Snap GDD.
Besides some introducing texts and resume, I wrote the following sections, available in smaller pdf here:
Narrative Content (Character, Scenario, Universe)
World Design (Map, Tracking Zones, Specific Sequences)
– Gameplay Progression (Gameplay Mechanics, Experience Duration, Environmental Progression, Difficulty Curve)
– Level Design (Rules, General Description, Low-Level Design)

ImgKaijuSpotOverviewA rough map of the vertical slice I draw. to have a general idea of the level layout, the Kaiju and the drone paths.

 

pastedImage0Blockout I made for our vertical slice, water levels, stream, and creature movement spline were added at the same time.

 

With this blockout, I draw different maps to compile informations (scripts, vegetation type, water levels, flooding/current direction…)

Blockout for a test scene (scales between the Kaiju and its environment, simple movement splines)

 

kaiju storyboardStoryboard of the entire sequence of the previous test scene (environment, scripts, Kaiju behavior)

 

IslandMapDetailsAndPathGeneral map of the 1st island I draw to set the different places, with the path the player will follow during this episode.

 

Kaiju Snap DialogsDialogs I wrote for this vertical slice.

 

One Poster DesignOne Page Design I made for this 1st episode.

 


About the game

A journalist duo sends a drone to an archipelago formerly used as a nuclear test site. Their goal is to find evidences of a unique environment to classify as world heritage. But they found a giant and totally unknown creature…

Kaiju snap is a solo game where you take control of a drone using your preferred VR headset and a game controller. You use the drone to take pictures of the fauna and flora. In this game you have a documentary approach to your objectives: you are here with a specific mission to fill, take pictures of a unique wildlife. We set the game on two important pillars: Marvel and Control. Our core gameplay is taking pictures of fauna and flora of the island while searching for some hints of the presence of a giant a mysterious beast. Those hints lead the player to specifics zones where he/she can encounter the creature and take photographies of it.

ITCH.IO PAGE

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Les Selenautes

Role: Game & Level Designer

A shooter defense with connected figurines.

Duration: 4 days

Les Selenautes was made during the Inclus et Connectés workshop at the CNAM-ENJMIN. The goal of the week was to make games adapted for people with disabilities. We chose to develop a tablet game with connected figurines we’ve specially made for this experience. The game is mentally handicapped children and Down syndrome friendly. Each of the 4 figurines has a unique effect. You can grab it, put it on the tablet and rotate it.

My job: I helped on the design of the 4 characters mechanics, the game design and level design of the game.

 

 

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Our 4-day prototype

 

Deadly Riff

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A rhythm n’ versus game, PC.
Project made with a small team of schoolmates during 2 months.


Game & Level Designer

  • Design the core features
  • Level Design (musical level design, mapping songs)

I came with the idea of a rhythm and versus game with the main programmer. With a composer and a graphist, we’ve made a first prototype for the Airconsole Developers Contest in less than a month. I set the main mechanics and the design of the game. On the 2017 summer, we add three more people to our project. For this desktop version, I was responsible for the general game design and the level design/mapping of the songs. I used a version of Editor on Fire (Custom Forge) to map the music.

Song mappings I made on Editor on Fire

 

Some design and mockup documents I made for the project

 

6Screenshot of the second prototype

 

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1First prototype of the game for the Airconsole Developers Contest


About the game

Deadly Riff is a versus game taking its origins in the Arcade world. Each player embodies a guitarist, standing on a zodiac hold by a crowd. By keeping the rhythm and playing notes at the right timing, the player can attack his opponent and hope to make him fall of his zodiac raft.

Initially, the project was planned to be streamed on Twitch. Deadly Riff gives to the viewers the opportunity to take action during the game, like a real concert crowd, through keywords causing special actions (ex: flying beers, broken string for one of the player, etc).

The first version of the game was made for the Airconsole Developers Contest (2017).

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The day I met LAIA

Role: Original idea, Game & Narrative Designer

Audio-only mobile game.

Duration: 4 months

Play as UGO, a small maintenance robot awaken in a distressed spaceship by its Commandant locked away in the flight deck. You are lost in the Koriavov, a drifting settlers-ship headed for a new exoplanet, with no way to send a distress call. Explore the almost abandoned ship, and find a way to call for help.

The day I met LAIA is a short audio-only experience where you are able to live a story, solve puzzles and enjoy the environments. We want to experiment an unusual technology for our game: the Cardboard and the Gear VR. All of our sounds were made for a binaural experience, and you can listen to our trailer in 5.1. The project is presented on June 12th and 13th at CNAM-ENJMIN and on June 24th in Paris for the end of the Hits Playtime contest.

My job: As the original author of the project, I came with this strong idea of an audio-only game, inspiring by audio and radios fictions. During the 4 months of the project, I bring a whole sci-fi background to the project and its main character. I was responsible for the dialogs and audio logs (more than 100 replies and translated in French and English), the universe and the scenario. As a student project running for the Hits Playtime contest, we needed a strong communication about our game. I help in this communication campaign with the teaser and trailer, ideas to communicate on an imageless-game, etc.

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Hindrance

Interactive experience, Tablet (Android)
A student project made during 4 months (CNAM ENJMIN).


Role: Game Designer

As the second game designer of Hindrance, I worked with the other game designer on the core mechanics (gestures, obstacles) and the level design. I also set the background story of the character and wrote a dozen of fake newspaper articles for the game booth at its presentation.


About the game

In a poetic universe, guide a dancer step by step through this unusual mental journey, letting yourself be carried away by rhythm and hope.

The game is focused on dance and movement, developed by six ENJMIN students during 4 months as a school project. Animations were made both by motion capture and digital animation.

ITCH.IO PAGE

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PreOrder

preorder-fresque

An interactive installation, Tablet (Android)
Student project made in less than a week


Game & Narrative Designer

The unique interaction between the public and the project was to scratch a layer of “dirt” on the screen and discover a full mural painting. The player can move on the mural painting by sliding his/her finger on the screen. The point was to build an environmental narration in cooperation with the 2 Graphic Artists.

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Scheme of the different areas.

 


About the game

You are an archaeologist in the near future. The museum’s collections are open to you and you found this artifact, a tablet, in a wood box. Discover the hidden fate of this ancient nation…

The public has to scratch a « dirt layer » to discover an ancient mural painting. It was made during a visual design session. We were trying to make a landscape and an « untold story » with different expressions like « a hairs desert », « a screens mountain », etc. PreOrder was made in less than one week for a class work.

preorder-repro10The experience was presented the tablet on a wood box made for the occasion, on a sort-of museum column.

 

Player stands in front of the artifact to interact with, scratching the dirt layer.

 

preorder-fresquePart of the painting you can discover.