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2.5D - MOON OF RAGE

Isart Digital

 

1 month

2022


Unity

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Worked in a team

In this 2.5D Beat 'Em Up, control a moon spirit climbing a mountain to find the moon where it came from. Facing many opponents, use a massive rock as a weapon, capable of being thrown at your opponents before being brought back thanks to a magic link.

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Concept Development

  • In the design phase, many ideas were proposed. A platform game controlling a conjurer rabbit in a hat, or a game based on Japanese aesthetics.

  • Many of the original ideas were still missing a Unique Selling Point, which finally arrived with the proposal for a fighting game based on the myth of Sisyphus, in which the stone will be used as a weapon. The more Japanese vibe and moon association were quickly added to allow for more appealing visuals.

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Used tools

  • During the design of this project,Discordwas our main communication platform, whileTrellowas used for organization. Communication of list-like information, such as sound effect lists, was done throughGoogle Docs, especially in the formatExcel.

  • We have also usedGit, through the appforks, for handling the different branches of our project.

  • Our direct work was throughUnity, although we were limited to the game engine itself, not directly touching the code. We have, however, made extensive use ofshader graphsduring our work on Unity.


Items I worked on

  • In this project, one of my main roles was thecommunication with the Sound Designers. My goal was to create a document in which each sound of the game had to be present, and described in the smallest detail.  This taught me the importance of details when communicating with other other teams, to avoid incorrect interpretations.

  • I also took on the role oflevel designer. In this project, each Game Designer had to work on a level independently.

  • My level was the last, the peak of the mountain. For me, the importance of this level was in the atmosphere of finality. The level's environment was meant to reflect the player's journey. At the start of the level, the player can see the level 1 village in the distance, allowing them to see the distance their character has traveled, while the moon, their objective, watches from the corner of the screen.

  • Then, once you got to the end of the level, the final battle was designed to run on the peak of the mountain, with the moon taking up an entire third of the screen in the background. This being designed to offer a finality effect to the player, through a cinematic environment.

  • Finally, I served asQA testerto the group. In particular, through my knowledge of C# and Unity, I was often able to report bugs and communicate to developers the potential sources of bugs in the code in order to facilitate their work.

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Encountered difficulties

  • The project was unfortunately greatly affected by difficulties of scope and ambition on the part of the Game Designers, as well as a lack of communication between the designers and the programmers.

  • The concept was actually too complex for the programmers, however, despite regular meetings to discuss the development of the project, a lack of communication hid the extent of the difficulties they encountered, and our ideas overloaded the developers, who had no not always have time to do everything.

  • Despite this, there was a good atmosphere in the communication and I sincerely think that the developers did a good job despite the ambition of what was asked of them.

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What I learned

  • Although this project was put in great difficulty towards the end and then be counted as a failure, this was a learning experience for us.

  • We have learned to regulate our ambitions more and to put more importance on communication between various groups in the project.

  • Several members of the group admitted that even if the project was too difficult, we would be tempted to fix it one day to produce a game that meets our expectations.

  • LinkedIn

© 2022 by Vincent Dupont of Dinechin. Created with Wix.com

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