MADNESS CYCLE
GAME DESIGNER / LEVEL DESIGNER
Ile-de-France, Versailles, France
Duration : Not defined
As part of a personal project, we formed a small team of 5, among friends, to work on our Madness Cycle game. We meet regularly on weekends or during the week to work on the project like a Game Jam. Thus, we do not define any deadline for the project and work at our own pace. The tab concerning your game evolves over time according to the progress of the project and allows me to highlight my way of working, our Workflow. You will find the skeleton that I use to build the documentation with Milanote. Obviously, a very large amount of information will not be available. Only a few extracts from the project and its structure.
All documentation is written in French.
SYNOPSIS
In the shadow of a macabre and mysterious structure, our player finds themselves isolated in the unknown without knowing why or how they ended up here. The place is filled with secrets, and for this, they will have to become an improvisational adventurer and explorer, and they are certainly not out of surprises. With the help of skills, items, and upgrades, we will confront our player with the malevolent figures of the mansion that will influence their mental state. Will they make them descend into madness ?
GAME DESIGN / RATIONAL GAME DESIGN
ONE PAGE
GAME DESIGN DOCUMENT - Overall structure
RATIONAL GAME DESIGN - Overall structure
GAME MECHANICS - Overall structure
Example of some excerpts from GAME MECHANICS
Excerpt from “SPECTRAL-type enemies”
Excerpt from “SPECTRAL-type skills”
LEVEL DESIGN / LEVEL PROTOTYPING
THE GARDEN
For the prototype, we are first working on an entire Biome, THE GARDEN. This way, we will test the initial (classic) gameplay mechanics. Please note that the Level Design may be modified during production.
Layout of THE GARDEN
Placeholders Integration of THE GARDEN in Unity
DREAM TEAM
Karel Jonquais : Prog
Julien Pesquet : Prog
Simon Manes : Prog / Sound Designer
Alan Cozilis : Artist 2D / Animator
Jiyan Parlouër : Game Designer / Level Designer