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Memory's Lane
3D platformer/adventure
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An artist in the creative process goes through the different phases of ideation. He must travel through dreamlands and find enough fragments to forge a powerful idea. To move from island to island, he has to solve puzzles that involve rotating the camera.

Members on the projects
Game Design

Hugo Picolo Yannick Le Duff Lucas Verpillat Oscar Berry

Game Art

Marilyse Hochard

Tristan Poulenard

Eliott Large

Clara Martins Da Silva

Lilian Chokouale Datou

My post

Level Designer

I was mainly Level designer on the project. The challenge was quite particular because the game has 2D mechanics but is set on 3D islands. However, this forced me to find ways of guiding the player to show him the passages.

Game Designer

We decided on a large part of the concept together. Once we had divided up the tasks, I helped with the particles and some of the materials.

Cave island

The cave island presents the player with a choice right from the start, encouraging him to understand his purpose on the island. The island has been designed to be navigated from inside with an outside view.

However, the player must keep in mind that the main objective is to gain height. So there are ruins with large crystals highlighted during certain passages of the main path.

 

The secondary routes are a little less signposted but still have certain landmarks and gameplay elements to differentiate them from the scenery.

Beach island

The beach island starts next to the shop. It is very open, unlike the other islands. So I have used methods like barriers and paths so as not to lose the player in his exploration.

The island is made up of three parts: the surface, the beach and underwater. These parts categorise the exploration and suggest a reduction in the size of the island for the player, as it is quite long to cross. 

The player is guided from one side to the other by landmarks on the island ( like the pontoon that indicates the entrance to the water or the lighthouse whose top contains the objective) because there is no 'height' to take on the island. So we needed something visually distinctive to show him the objective.

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