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Ancor Undivided

UNDIVIDED

What I achieved:  

  • Design Documents (High Concept Document, Game Concept Document, Feedbacks ...)

  • Sound Design (modification on Audacity)

  • Game structure

  • Communication with programmers

  • Resolved Design issues, after decisions to KILL enemies for lack of time.

  • Overlay gauges (HUD)  

 

Directed: Isart Digital (2nd year)

Release date :  November 26, 20119

Completion time :  2 months

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Undivided offers the player a new way to view shield and sword combat

Defend yourself against various enemies using your shield to charge the damage of your sword and counter attack!

So you unleash your full power with a single swipe of your sword, while giving the shield the energy it needs to enhance the effect of future defenses.

The actions linking the shield and the sword, allow various combos, free to the player to discover them and to use them as he sees fit.

This project taught me to be ready to to delete enemies or game mechanics, yet essential to the game, and to find an answer that will not take a lot of production time, from the bricks already existing.

This is the case with the enemy lancer which at the base was not envisaged. 

By increasing the size of the swordsman enemy's sword and changing a few parameters such as attack speed or the distance between the player and the enemy, this was enough to create a new enemy.

Communication was essential during this project which is why I tried to keep a similar layout between documents, and use of colors to make it easier for programmers to read.

The physical presence with the programmers, allowed me to answer questions quickly and to test each new mechanics made while giving feedback.

  TEAM

   Game Designer

  • Julien di natale

  • Antoine Lamy

  • Marine Nicault

  • Max Thienot

   Programmer

  • Liam Paz Marco

  • Alexandre cazier

  • Remi Vincent

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