

Gameplay video

Alwan is my end of 2nd year project which consisted in creating a vertical slice of a 3D platformer game in 1 month. In this game, you play as Zahra who has to bring color back to a cursed Moroccan city. In order to achieve this goal, you explore the city doing parkour, jumping from one roof to another and climbing houses.
We had the intention to target Casual Gamers which we failed to do so because the game seemed to be rather aimed at Mid core Gamers.
We started the project based on a shader desaturating the environment and I built a Game Design around it. We also set the game in a Maroccan setting for two main reasons : our lore is based on an oriental tale of a cursed city and for the colorfulness of these regions.
To create my design documents, I used a new methodology introducing a new document, the "Feature Design Document". In this document, I detailed how does a feature work, their goal, their relevance in relation with the intentions and how to implement them (UI, visual, sounds...). It really simplified the task for both the artists and developers, allowing them to better understand how to make the feature.
Regarding the Level Design, we have encountered communication's issues. Every member had a different vision, different intentions for how to layout the level and so we had to start from scratch in the middle of production. Nevertheless, the team meeting we had led us to something closer to our intentions as a team.
For my next project, I now know that I have to encourage communication within the team so we don't end up with something that doesn't respect each other's vision.
On this project, I had the opportunity to do a lot of playtesting which helped us enhance the player's experience (customisation options for the sprint : toggle or hold; creating a Level Design that encourages exploration and guides the player; working on affordances, game feel...)


Feature design document example
Credits