ABSOLUTION is the end of second year project of my bachelor of game design.
If it is named part 1, it is because a continuation of the project will take place during the first semester of 2023.
When :
May-June 2022
Duration :
4 weeks
Project size :
11 members (5 designers, 6 artists)
Pitch : A meeting between Hades and a top-down shooter in a surrealist and gothic art direction.
Synopsis : The player takes on the role of Lyna, a woman trapped in her purgatory after committing suicide. With the help of Hesediel, her guardian angel, she will travel through the different stages of her atonement to fight her demons and escape.
Genre Roguelite, shooter
Camera Third person top down
Mode Solo
Platforms PC
Business model Premium, Without in-app purchases
Target Hades fans, Jacob’s ladder’s fans
After the design phase where the basis of the game was established thanks to brainstorms in particular, we were able to move on to the production phase. I propose to you to discover all that me and Céline have put in place to maintain the production of the game as well as possible.
First of all, this is the overview of the project for everyone to know what to do. Indeed, thanks to the filtered view, it served as a document for everyone to update the progress of each person and see where they are in their tasks. It was also used as a reference document for progress meetings which lead to an adaptation of the project for the given time.
View of a part of the overview with all task characteristics
Example of a view filtered to have only its assigned spots visible
A more visual follow-up was possible thanks to Google Sheet and we took the opportunity to make some tables and diagrams.
View of a part of the dashboard
The time-estimated tasks gave us an overview of the time and feasibility of the project
+ Légende
To be able to progress and find points of improvement or that work well, I set up a playtest form with Google Forms. Every time someone in the group offered to have the game tested, she gave them the link to the Forms so that we could get as much feedback as possible. To make it effective and useful, I created the questions myself and added all the ones that each member of the group wanted so that the feedback would accurately depict all aspects of the game.
As you can see, there was also a bug comment section where we could report bugs. Our technical designer had access to the responses and was able to organise the debugs through this.
We wanted to give ourselves a real identity by creating a fictitious studio to set up in the video game landscape. I made a small city tournament for everyone to participate and choose where to set up. I adapted to the result, which was Helsinki, and did my research to see what environment we were venturing into.
J'ai également réalisé une étude de marché to know where to place itself in the videogame landscape and to be able to have an idea of the future of the game. I also carried out a market analysis by taking the reference games to determine the price of the game.
Details of the company we had imagined
Research on the different associations in the country where we are based
Searches on the typical customer profile by age group
Why would a player buy our game
Research on the sale price of the game
Here is a link to the project page of our technical desginer Guillaume JACQUEMIN, where you can download the game!
See the rest of the adventure here.