TOXIC SLUM

  • Made with Unreal Engine 4
  • First-Person escape game
  • Team composed of 6 members
  • Made in 3 days

SUMMARY OF MY WORK

PRODUCER / GAME DESIGNER / PROTOTYPING
  1. Managing the project's planning, creating and assigning the various tasks.

  2. Participating in the initial design around the game.

  3. Designing, writing and programming in Blueprint the IA and the station's operation.

  4. Creating documents such as game concept to easily communicate on the project.

CREATE A PROOF OF CONCEPT

How to define and prototype effectively the core game loop.

This project was born with the goal to demonstrate an aspect of our concept for a much bigger game. To even decide what would be prototyped, we worked on defining and analyzing the "levers" of our game. In other words, which elements of the game will create our targeted experience - a constant state of doubt from the player. From this reflection we managed to isolate few gameplay elements such as limited and simple commands or a non-linear experience filled with gameplay choices.

Once these elements selected, we had to organize by priority, which one of them were the most essential. Then we could start the prototyping with a heavy focus on important part of the gameplay allowing us to create a relevant prototype in a very short amount of time.

PICTURES



USEFUL LINKS

DOWNLOAD LINK

THE TEAM

Level Design: Hubert Thibault
Lead Game Artist: Csonka Lili
Environment Artist: Penz Andréa
Technical Artist: Riviere Guillaume
Sound Design: Pinchon Félix