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Yokai Rescue

Action adventure platformer   |   3 months

2021

Intentions :

Dynamic combat - Fast-paced - Vertigo

Pitch :

As Seiki, a yokai kitsune, ascend through an immense futuristic tower to get revenge for all the yokai. Use unique capabilities to move quickly through the air and destroy any Selvo getting in your way.

My roles

Creative Lead 
3C Designer
Level Designer

Programmer

Unity - GitKraken - Jira
Origin

This project started with the success of an earlier school project Yokai No Shoten. The team that worked on the game wanted to continue and propose a more polished experience. We chose to make a new game with the core elements and identity of the first without the constraints of being a school project.

We had only 2 months to finish it. Three students joined the team to help us reach our goal.

Project

The original game was a roguelike but we decided to turn the game into a linear action platformer to better fit the intentions.

We put a lot of work into the level design and decided to split the game into three zones with unique themes and challenges.

My Work

During this project, I was in charge of keeping the vision for the game. I made sure each aspect of the game fitted the intentions which were: feeling agile and dynamic and having a sensation of vertigo.

While this role was important, I also worked on the core gameplay and the programming.

In design, I worked in a duo to create and iterate on the character's movement and abilities. It was directly linked to the design of the enemies so we also created their IA and combat challenges to have the best dynamic between the player's movement and his foes.

At the end of the production, I did the level design of various parts of the game.

Conclusion

This experience was unusual because we started with an existing project but we did a lot of changes to it. Thanks to this project, I learned how important is to have a good collaboration between level designers in order to have a coherent progression throughout the game.

The game is in the process of being released on Steam.

Team :

Level designer :

Arthur Galand
Alizée Rémazeilles
Marianne Cetkovic

Game Designer :

Manon Ghignoni
Timothé Huerre
Antoine Grugeon

Technical Artist :

Valentine Vuittenez

Environnement :

Fanny Dufour
Aliénor Tignon

Character Artist :

Lisa Follet

Narrative Designer :

Théo Valet

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