Lead game designer
Technical designer
Sound designer
TIME
8 months
The player embodies Artémidore, a small crab looking for his parental figure : a gigantic Hermit Crab. This journey leads him inside the parent’s empty shell,
where he discovers a confusing oniric world representing his travel through loss and self-reconstruction.
This world is without up or down: the player moves by walking on any surface, regardless of gravity. They can only leave a surface for another by diving in a water current and grabbing the next surface.
Artémidore shed his shell as an emotional reaction to the loss of his parent. Throughout the game, the player will unlock new skills by strengthening the shell in order to choose their favorite playstyle,
blending stealth and platforming. This acts as a metaphor of Artémidore’s self-reconstruction towards his new identity.
This was a pre-production project during our 3rd year. We wrote a narrative bible and made a presentation with Unity including a 5-minute demo.
WHAT I LEARNT:
I learnt about animation systems and how they interact with scripts.
I learnt to fight against loss of motivation, to sustain a coherent vision for the game throughout the project, and to handle painful personal issues apart from my professional life.