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Status : Finished

Home Little Home

Type of project : School, End Year Workshop

Pitch

Val is an engineer student with strugling finances living in a flatshare with Jules, a chemist student. One day, while experimenting with his new shrinking invention he hopes will grant him the first place of an invention tournament, he is struck by its beam because of the sabotage of his flatmate. Wishing to revert the process, he'll have to gather several pieces around the flat while fleeing his menacing flatmate.

Started : 8th May 2021

Finished : 23rd June 2021

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Summary

Genre : Platformer

Platform : PC & Consoles

Engine : Unreal Engine 4

Theme : Tininess, Rivalry

PoV : 3rd Person

Players : Solo

My role in this project

   - Project Leader

   - Level Designer

   - Programmation support (Enemy Behaviour Tree)

Overview

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The first part of the game aims to let the player assimilate the ledge mechanic, meaning that the character climbs automatically a platform when it's in arms reach. This mechanic allows either mobility and a reel feeling of tininess.

Once on the desk, a cinematic explains the roommate's sabotage and the character's goal to retrieve his normal height. The character is also presented with collectibles that unlock new equipment (red circles). The first one unlocks a double jump needed for the blue sections of the whitish path, the second unlocks a dash for the green area and the third a grapple for the orange zone.

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In this next part, we introduce the roommate, Jules, once the player reaches the new desk. The antagonist will then patrol in the room and can detect the player in which case he'll try to catch him. The player will have to sneakily grapple to the red circles to get to the following part of the level. 

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Finally, he reaches the top of the kitchen's cupboards. However, the menacing hand of the chemist hovers over the head of the player ! During this phase, the camera is scripted to follow the player on a rail situated on the wall side. The player has to avoid the slamming hand of his nemesis and reach the vents to flee to another room.

To conclude, it is on the sight of the other room that ends this prototype.

Other Team Members

Game Designers

Producer

Géraud Feuillet

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Lead Programmer

Matéo Schell-Wack

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Programmer

Clément Crepel

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Level Designer

Thomas Gourmanel

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Game Artists

3D Artist

Jérémie Force

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3D Artist

Lucas Marcuccili

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Lead GA

François Fontaine

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3D Artist

Ian Roche

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3D Artist

Mathieu André

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3D Artist

Hugo Corman

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