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Ascent

 - Group Project

Summary

image.png

Project Overview

Layout

What's Next

Intentions / Workflow

Blockout

Team

PROJECT OVERVIEW

Ascent is the End of Year project we made with my group. The idea was to create a game slow and contemplative, with some gameplay to keep the player focused and implicated in their adventure.

 

To explain the progression mechanic, the player start each level at a camp, and end it at the next camp. Everything happend between these 2 camps for every levels.

INTENTIONS / WORKFLOW

Gameplay

Slow Game

Still challenging

One traced path but open Levels

Support exploration

Environment

Calm and Peaceful 

Living full Environment

2 "biomes"

Pine Forest (°1

Rocky Path (°2

Workflow

Retake / Iterations

Searching Art & Gameplay references 

Setting Metrics & Layout

Starting Landscape

Testing pacing

Starting Level Art 2nd Biome

Merging Heightmaps Landscapes LD & LA

LAYOUT

LD_Ascent.png
LD_Ascent.png

The player start in the campsite and can speak and interact with the NPC in it.

They can brievly explore and prepare themselves.

The player can also explore the surrounding to find ressources or discover nice views.

LD_Ascent.png

The player can either follow the traced path or explore through the wood. 

If they talked to the right NPC, the player received a quest and can try to find a plain with lots of butterfly and catch one specific.

Then, they arrive to a river that blocks them, and have to cross it.

LD_Ascent.png
LD_Ascent.png

After that the player continue and arrives in a more opened space, with a good view, and a bench. They can sit on the bench and find a walkman and play an exclusive music.

Few steps further, a climbable wall blocks them. The wall leads to 2 differents & connected paths. They can explore and try to find ressources or admire the living world around them.

When the player finally get to the final camp, they can interact with the NPC, prepare for the next step and rest to start a new day.

BLOCKOUT

Blockout Overview

Blockout Progression

Those are some screenshots of the blockout in different states. I worked a lot with landscape and landscape paint tool for the blockout to quickly get first visuals of what the level could look like.​​

BlockingGlobal_TopView_Ascent#1.png

Unlit Top view screenshot

Capture d'écran 2024-10-13 012756.png

Landmark line of sight

BlockingPart2_Ascent#2.png

Climbable wall blockout

WHAT'S NEXT

I would not have followed the same Workflow, and would not have worked with Landscape to prototype and iterate.

It brought me a lot of new knowledge and skills, but it was clearly not the safest, fastest and easiest way to work on different parts of the map for the LD/LA.

Give more time to design the Forest.

And start by the forest and then build the path in it to have a more credible forest.

The issue here is that I built a path, then I built the woods around it and not the opposite.

And like a lots of projects we have done, I would reduce the size of the map. This level is a little bit too big.

We already had to reduce it, but it wasn't enough.

TEAM

GD Team

GEERAERTS
Thomas
Producer
Generalist
DANJOUX Loïc
Level Design
Level Art
 
MELINION Remy
Tech Design
Sound Design
UI Design
CANTORE
Charlotte
System Design
Narrative Design
 WOLFF Liam
System Design
Sound Design
MENEGON Dino
UI Design

GA Team

B.APRILE Samuël
Concept 2D
UI 2D
RIVOLTA Debora
Environment
Level Art
3D Props
Tech Art
Lighting
SIMOND Mattis
3D Props
RAYNAUD Léa
Tech Art
FX
3D Props
LEVRA-JUILLET
Jules
3D Chara Design
Rigging 
Anims
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