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GRIM² - SCHOOL PROJECT

Beat them all - Solo - Semi-Linear

Intentions

  • Ruined world

  • Grim impact on environment

  • Semi-linearity

  • Lack of order

Level context

  • Tutorial to introduce platforming mechanics

  • 10 to 15 minutes of gameplay

  • Showcase arena fight sequences

  • Post-apocalyptic world in a medieval fantasy universe

Details

  • Team of 11 people

  • 4 weeks

  • Created using Unreal Engine 5

Introduction

Grim² was a student project I've been working on during my last school year. We had to kill the project due to a lack of game artists to dress up the level.

 

Still, it was a very intersting experience in which I had to retake many times the game spaces I designed to suit the projects evolving constraints in every aspects (3C, narrative...)

Moodboard

grim2_moodboard.png

Flow

Curve.png

Iterations

First encounter

For this first encounter area, I aimed  at foreshadowing the church which represents the player's goal.

To enhance this idea, I gave a higher elevation to the church, and also provided two different paths to follow the semi-linearity intention.

HighresScreenshot00003.png
Grim2_Iteration_Start_2.png
Grim2_Iteration_Vista_1.png

Vista

As the player is about to enter a more open area, I wanted to give him an overview of what come next to allow planning.

This iteration feels a bit less messy but still needs improvment regarding prioritisation of the different spaces.

Arena

This early version of the arena helped me conveying art intentions, whereas it didn't feel right when I could playtest the combat system due to too many obstacles.

Grim2_Iteration_Arena_1.png

On this newer version, I decided to craft a wider space to fit better with the game 3C as well as enhancing the spectacular aspect of the scene.

Grim2_Iteration_Arena_2.png
Grim2_Iteration_Platforming_1.png
Grim2_Iteration_Platforming_2.png

Platforming

Since the challenge of the main platforming sequence was balanced through loads of tiny adjustments, I asked many people to playtest it, focusing on people who were not familiar to the 3C of the project.

Considering that it's the first time the player's character can fall to death, I thought that the setting is too intense so the sequence itself ended up not being as difficult as intended at first glance.

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