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Project

Concept :

A 4 person team project developed over 2 months, Out of Sight is an experience that focuses on human senses. To reach the end of the level, the player must use his hearing and generate vibrations around him.

Period :

May-June 2024

Engine :

Game Programer :

Louis Dupont

Game & Level designers :

Josselin Querné

Jean-Philippe Ménier

Alexander Morvan

Collaboration and Documentation:

Out of sight was born of a collaboration between Game Designers and Programmers. It was the first time I'd worked with a programmer, and communicating the game concept well with him was a preoccupation. Game Designers have a very different code logic to Programmers. Where the former seek to realize gameplay mechanics directly, the latter create malleable, optimized architectures to do so. These code architectures are complex, so it's important to provide as much clear and exhaustive gameplay information as possible to make the programmer's job easier.

To this end, we have created a documentation package that covers every aspect of the concept in detail. Here's an overview:

Production

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Scoping:

Probably the biggest challenge of this project was getting the scoper right. There was potential for multiple interactions for each of the five human senses. In the end, we concentrated on sight and hearing.

 

Sight:

  • Echolocation, or the player's ability to see the vibrations of objects around him, was the key mechanic for the player to get his bearings.

  • To help players better manage their camera movements, we created ambient white dots to serve as a visual reference.

  • In the street level, the store was visible to represent the memory of the character controlled by the player. So the challenge wasn't where to go, but how to get there.

Hearing:

  • The game's sounds were localized so that the player could determine where they came from.

  • Whether through dialogue or noises, sound was used to communicate information about what elements were around him and what his objective was.

Concept

Impulse Shooter is a shooting game that isboth an FPS and a TPS. Each time the player fires, the perspective switches from the view of the shooter to the back of the projectile. The player then has the ability to give asecond projectile impulse in the direction of his choice.

The game level takes place ina wide hallway including targets, transparent walls  and boosters, areprocedurally generated. The boosters are objects which, in contact with the player's projectile, allow him an additional impulse.

In Impulse Shooter, players must use precision and strategy to eliminate all targets with an allotted number of impulses.

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