top of page

DREAM WATCHER

LA : Corentin Mayé

14 WEEKS

The whole game was produced in only 14 weeks by 32 students. I have worked as a Level Designer and UX Programmer.

DESIGN

The level had to be 2 minutes walkthrough.
Easy level with somes ability passage. (Metroidvania)

REMOTE WORK

Due to the pandemic, the whole production was done from home.

DESCRIPTION:

 

DreamWatcher is a Metroidvania.

The main mechanics is around physical manipulation.

Both ennemis and objects are used to navigate or solve puzzle in the environment.

 

​

 

WALKTHROUGH

unity-logo-black_1280.0.jpg
SYNOPSIS
​

The Great Library of Dreams is in total chaos. Dewey, an awkward bookseller's apprentice, tries to resolve the situation by calling on a Collective Agent. The Agent will have to explore the Library to recover the 6 Sacred Books and thus access his Heart to restore the order.

 

TASKS:


- Create a modular kit in collaboration with a Level Artist for help the Level Designers to start the blocking in Sketchup.

- Make a Level according to the constraints of the Rational Level Design (RLD).

- Make a Level Design Document (LDD).

- Modify/Adjust the Level Design according to the new constraints during the project and feedback from the playtests.

 

​

 

DESIGN INTENTIONS:

 

- Make the beginning of the level simple, so the player can learn the mechanics at his own pace. 

- Make secure teach with rewards.

- Tease the player with differents ingredients, collectables or quest item to invite the player to come back. (Metroidvania)

- Adjust the difficulty of the gameplay sequences from easy to hard depending on when the player is playing. (start/end of the game)

 

​

 

ITERATION PROCESS

Map_Overwiew3.png
Blocking_General8.PNG

- Path

- Quest Item

- Lock Ability

WALKTHROUGH

bottom of page