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Humble

Humble is my second video game project. It is at the end of the second year that this project is realized. It is a Zelda like with a switch mechanism in ghost in a simple universe in black and white to the "Minit".

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My job
  • General Game Design

    • Determine the versatile mechanics of the game and its use

    • GD documentation.

  • Level Designer

    • Game level design using the versatile mechanics of the game. 

    • Implémentation in Unity.

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With the game team, I had to imagine and develop a particular so-called versatile mechanics on which the puzzles of the game will be based: "The switch". Then I had to create levels using it for the game.

Context

Year : 2020

Project type : ZeldaLike

Team : 4 persons, including myself. 4 Game Designer.

Role : Game Designer / Level Designer

Time limit : 4 months

Constraints :

  • Zelda like

  • Own a versatile mechanic

  • Deliver a playable prototype

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The swith, the versatile tool

in Humble, the player has a "Switch" ability that allows him to advance in the game by solving puzzles in front of him. 

This ability allows him to switch between his mode and an ethereal world overlayed on his own. In this world he can move, with the help of a ghost, in a radius around him in order to interact with elements that he could not reach beforehand. His time in this world is limited.

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This tool allows the creation of a simple and effective gameplay, easily understandable for the player and allowing the setting up of many puzzles.

Level Design

The level design of the game splits into 2 levels, the real world and the world of humble, the ghost that accompanies us. These two levels have the same general structure, and only certain elements change: 

  • Open/close passages

  • Soil where there was none before (example opposite)

  • The appearance of certain elements with which one can interact

It is on these changes that the puzzles of the game are based.

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In the world of humble, the player travels an outside world learning the mechanics of the game before venturing into a dungeon that challenges his learning mechanics before rewarding him at his end.

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I took care of all the design of the dungeon, on 3 floors with interlacing of these. Each floor being built in duplicate, the real world version and the Humble world version.

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What this project has taught me

Resourcefulness is useful
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On this project, we found ourselves without Game Artist and Game Programmer for the first time, so we had to do with the means at hand. I had to touch Unity much more than before, imagine graphic solutions to our lack of quality in this area and carry a greater load on the project than on the previous ones.

Doing puzzle, it's funny...
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For the first time, I had to imagine, draw, implement, test and modify puzzles by myself. It was an enriching and very pleasant experience, I realized that this is an area that I liked.

... designing game mechanics is better
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But what interested me the most about the project, was to design our main mechanics, the switch. The design phase, brainstorming, testing, course changes, testing. I had found for the first time what I liked the most in Game Design, designing a mechanics, a system.

But what interested me the most about the project, was to design our main mechanics, the switch. The design phase, brainstorming, testing, course changes. I had found for the first time what I liked the most in Game Design, designing a mechanics, a system.

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