Project Hide and Seek: More details.

Project Hide and Seek, what is it?

A competitive game, where the player has to hide orbs and find the opponent’s orbs. The observation of both the environment and the opponent is key to victory.

So far, it’s a game for 2 players, but it might be interesting to push it to 4 players.

A few details about the avatar.

The player’s avatar is a ball of smoke, like the black smoke in the TV Show Lost. It leaves a trail of smoke in its path, and has no front or back. The idea behind that is, again, the observation. The player can know if the opponent was there a few seconds ago. But if the player looks directly at the opponent, the player can’t know for sure if the opponent is looking back. Again, it’s all about observation, doubt and mind game.

A few details about the system.

Once the player drops one of her / his orbs, this orb appears for the opponent only after a few seconds. It means that if the player chooses to follow the opponent, as a strategy, the player is still forced to pay attention to the surroundings in order to find the orbs.

What is the state of the development?

So far, I have finished the core gameplay. It might need some polish, but I am pretty satisfied with it for now. All it needs for an early Alpha test is some feedbacks on the UI.

The avatar is done, minus a few tweaks, but this will come with the feedbacks from the Alpha test.

The orbs are currently in development. I could launch the Alpha test with the placeholders, but I am afraid that it would disorient the testers.

The level design is done at 50%, I have a lot of ideas, some are already implemented, but the area of the game is pretty wide (approximately 1 minute of travel to cross it in both directions, without sprinting), so the level building is really taking me a lot of time.

Speaking of the level building, I am no 3D artist, so I have to cope with free assets from the Unity Asset Store for now. If you’d like to see one of your 3D assets in the game after playing the Alpha test, don’t hesitate to ask me, it would be a great help.

What does it look like?

So far, it does look like a programmer prototype, since it’s exactly what it is. The artistic direction is chaotic and senseless, but like I said, I am no 3D artist. But the intent for the ambiance is to have something that looks like a crossover between Dear Esther, Miasmata and Lost. I really wanted it to be a twisted, gloomy, devastated environment. The idea is to focus the player on the observation. Too much color, too much movement, and the player could be lost or distracted. So the game is rainy, grey and shadowy.

HaS early footage

Great, but when can I expect to play it???

Well, I expect to have a playable version, for a closed Alpha test, at the end of the month of February.

First, I’ll test it myself a lot, to fix all the bugs, and I am pretty sure I’ll find an awful lot of martingales in the level design. Once I am satisfied with the build, I’ll organized tests with a few people, so don’t hesitate to contact me when the Alpha test launches.

Coming Soon : Project Hide and Seek

Now that my internship is over, and that I have some free time, I want to keep doing games by myself. There is two simple reasons for that: I love when people play games I made, and I need to improve my personal portfolio.

So I decided to start developping, on my own, some games I thought about during my scholarship or my internship.

The first project I am working on right now is called (for now) Hide and Seek. I expect the first iteration of the game to be in closed Alpha Test at the end of February.

The main intention of the game is to recreate the feeling of a the Hide and Seek games I used to play in my childhood, in a weird, distorted environment. This is a competitive game, 1v1 for the moment (I’ll explore other possibilities when the core gameplay is done), where you have to hide orbs from the other player while seeking the other player’s orbs.

The design is based on risk/reward mechanisms, observation and deception.

More information later! If you are interested on being part of the first batch of alpha testers in February, don’t hesitate to ask me via Twitter, mail or Facebook.

Gameloft Internship

From July 2012 to December 2012, I have spend six months in New York City, USA, working for Gameloft as a Game designer intern.

Since it has been a wonderful experience so far, I wanted to share a little bit about that adventure.

Check my works here, and my thoughts about it here.

Boss design

Last week, I found that Blizzard is organizing a student art contest http://us.blizzard.com/en-us/community/contests/student-art/, so I submitted the idea to a few friends, who studied Game Art at my school, and one of them decided to participate with a concept based on the Monkey King, Sun Wukong. Since he doesn’t know much about the Warcraft Lore, I am helping him a little bit with that part, and I am even writing a little backstory for that character.

That’s when I got this idea. Why not trying to design encounter mechanisms for that character, since I am writing about him as a final boss for an Ulduar lookalike raid.

So I will try to do something with that mischievous Celestial August Monkey King, God of the Hozens, in an Ulduar like raid. I really want to be able to do some kind of 4 phases encounter, each one really different, fun and challenging, with bosses like Yogg-Saron, Mimiron or Ragnaros in mind. Maybe with a little cloud riding chase to begin with.

This will be my first attempt at Boss Design, and I am pretty excited to do it.

Go check it out !

Welcome

Welcome to my online portfolio !

I have had this website for almost 2 years now, without properly using it. Now that I am 2 months away from being a true video game professional, I feel the need to start sharing my works, what I am capable of, but mostly what I’ve learned, what I think about the wonderful medium.

I hope you will enjoy your readings here, and maybe even have some fun with a game.

Coeur d’épine

That the project i’m currently working on, as a Technical Game Designer, with Rémy Boicherot, Solène BoscherCamille Boulc’h, Pierre Delage and Sylvain Nguyen.

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