A war refugee escapes from enemy soldiers using his special ability : turn into a shadow.

Genre: 2.5D Action / Infiltration
Platform: Pc / Controller
Engine: Unity 3D
Target: Casual Player
Time: 6 weeks
Team: 6 people
Software

Core mechanic
The main mechanic is to be able to switch between our human form and our shadow.
This mechanic can be used when any light source shines on you.
This will allow you to play with the different planes.


Gameplay
Turning on the lights, pushing boxes and many more mechanics to associate with our ability in order to pass any obstacle.
But watch out ! If you are seen by the enemies, you will be killed on sight.
Gamefeel
The gamefeel was one of our main focus while making the game.
With so little production time, the purpose was to go to the essential. Does this mechanic go in the direction of the gamefeel?

Inside
Orebov is our first project with other branches of the school. We were a team of 5 game designers, 3 programmers and 1 music and sound designer.
My main task was to document (One Page, GDD, Gamefeel Doc, soundlist) and communicate with the game programmers so that they could develop tools in Unity for us to work with. We worked together with the music and sound designer so that we convey the atmosphere of our universe. Finally, each game designer was assigned to make his own level design.
As this was our first project with other departments, the challenge was mainly communication. We had to work together and find compromises between time and skills to achieve the best possible result.
Post Mortem
Working with programmers and sound designer was great. We were able to communicate to achieve a satisfying result. I think I managed to convey a good atmosphere in my level through the events, the lighting and the construction of my level. However, making an infiltration game in a short time is a real technical challenge in such a short time. With more time we could have improved the infiltration side and offered more gameplay bricks and situations.
Positive Points
- The 3C's work well
- Successful atmosphere and in accordance with the design
- Environmental and visual storytelling
- Use of the environment to guide the player
- Successful atmosphere and in accordance with the design
- Environmental and visual storytelling
- Use of the environment to guide the player
Negative Points
- We can further increase the feeling of pressure/infiltration
- Many boxes usable 1 time in the level
- Some areas are very dark









Game Design
Melanie RODRIGUES PENTEADO
Mana SELLIER
Programming
Bryan BACHELET
Quentin LEPINE
Romain BOURGOGNE
Music & Sound Design
Paula LANGTHALER