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NARRATIVE DESIGN - CRYSTAL CASE
In this role-playing game based on a theme of "world after", exploring the Cyberpunk city of Neo-Colpa, after a mysterious rift opened in the skies above the city. Bringing with it the appearance of a new race fleeing their destroyed world, as well as the he arrival of Morphyte, a highly addictive substance with the ability to bestow magical powers, the city is now in a state of social instability.
Play as agents of a newly formed organization and explore the city of Neo-Colpa to uncover the conspiracy behind Morphyte trafficking.
Concept Development
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Our project went through multiple iterations before solidifying on the concept present here. This was particularly due to the fact that many game designers had no experience with role-playing games and had to learn the limitations of this field of work. However, all iterations kept the idea of entering into the theme of the "next world" through the connection with another world which will irreversibly affect the players' world.
Used tools
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During the design of this project,Discordwas our main communication platform, whileTrellowas used for organization.
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Wonderdraftwas also used by me and Théo Mailly to create the original map of Neo Colpa, whilephotoshopwas used to create multiple moodboards and inspirational images for artists.
Items I worked on
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In partnership with Théo Mailly, I worked mainly on the creation of the universe of this world. We spent our days in communications to conceptualize the various aspects of the world, how they work, its past. In particular, the main organizations and their roles in the story, as well as the Morphyte, one of the triggers of the story, were the focus of our work.
- However, we have also worked separately on aspects of worldbuilding. In my case, the Labios, the alien race encountered by players, were conceptualized by me.
- Finally, it was my job to create the sheet in which the graphic description of the various elements of our game will be transmitted to the artists.
Encountered difficulties
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Apart from differences in the desired direction between several team members, for example, some wanting a simpler concept for new players, while others wanted a more complex game, the project was executed without too much difficulty. .
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The group being very communicative, our differences often ended in compromises which allowed the game to continue to develop without being blocked by the artistic differences of the game designers.
What I learned
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This project was particularly focused onSoft Skills. In particular, it allowed me to learn the importance of compromise and the mixing of ideas during group work, allowing me to see how ideas mix and bring new concepts to life in group work.
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I also learned to work in groups through Trello and active communication. During our time working on this project, it was important for us to watch our Trello each morning, as well as wrap up each day with a group call to talk about our progress for the day.
MEMBERS OF THE TEAM
Game Design
Maxime Brunet
Vincent DUPONT DE DINECHIN
Theo MAILLY
Basil HUBERT
Loic SAINTILAN
game art
Elouan JOLY
Maeline AYME
Kevin RAKOTOMALA
Pauline XING
Romane SCALLIET
Pauline BRIFFAUT
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