
Amazing people go check them out!

Initial Team
Me
Axel Janvier
Audrée Gagné-Morin
Greg Rastkelenian
Role
Level Design
Level Design
Level Art
Technical Designer
Tasks
Team in charge of the HUB where all levels are connected
After we separated our tasks
My responsibilities:
Curyeux
Third person Puzzle-Platforming




Early Concept for the hub

-Teaching the player the early game mechanics(tutorials)
-Setting the game mood using the layout and narrative storytelling
-Introduce character Claire Dubois
-Connection to the First level
Constraints
- 15 weeks to fully finish and publish the game
- Access to only one gameplay ingredient(Mirage)
- Max 4 min golden path
- No puzzle

Movement Tutorials
Intentions
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Introduce Inputs using UI
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Movement
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Camera control
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Jumping
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First Patterns (Safe Introduction)
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Simple obstacle (low platform, small gap)
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No punishment for failure (safe floor/reset nearby)
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Progressive Challenge
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Increase in distance/height of jumps
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Tutorial Layout
Issues Encountered
- Area too big and harder to dress up
- multiple-choice path not necessary this early in the game
Correction applied
- Reduced considerably the size at the end of tutorial
- Fully linear section
- Added scripted event to make the smaller area more engaging
Scripted Event to finish the tutorial section


Using a narrative beat before the reveal
- After the tutorial not to distract player from grasping main mechanics
- Shadow following player, dialogue progressing through triggers and valves
- Explaining back story through environmental storytelling and
change in layout
Issue Encountered
- Too many jumps
- Section too narrow, hard to navigate
Correction applied
- Fusion of multiple section to help reduce jump spam
- Enlarged the 2 main section while making sure my LA was aware of the size and cut if need be
Designed a narrowing tunnel to express the main character having a creative block

Character Introduction
Wanted to introduce her in two parts, teasing her first with a shadow, for a bigger effect on the contrast of her voice and her visual during the cinematic with a reveal

-Character: Mother of Lucienne Gregoire (protagonist).
-Visual: Frightening in Lucienne’s eyes, exaggerated by her perception.
-Personality: Overprotective, controlling tone driven by worry.
-Conflict: Pushes Lucienne toward a “safe” career path, discourages artistic pursuits.
Studio
Still have a lot of stuff to introduce
- Mirage
- Collectible
- Mother reveal
- Eye (Interact)
To not introduce everything at the same time i teased the mirage using a Bait & Switch followed by the collectible Canvas and moms reveal. A section of platforming to Reach the mezzanine where you get your first eye
Bait
a mirror with a moving surface lays on the wall, you cannot interact with it

&

Switch
Once the player stop looking at the mirage, he is faced towards the studio, the collectible canvas framed.
CIN trigger once player approach it
Collectible




-Teasing the collectible on a future path
-Placing a shortcut in case its missed
-Triggered only after getting the first Eye


Post Mortem
The eye
Once you join your mother at the mezzanine, Triggers a CIN where she gives you one of her eyes, allowing you to make the mirage disappear.
A simple UI shows inputs needed

Once obtained, you can now access the next section through the mirage used in the Bait & Switch

2D layout made in pre-Production


What went well
What could be improved
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Over-scaling environment scope compared to tech limits.
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Didn’t set clear size limits for level early, which caused dressing/performance issues.
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Playtests came in late — some problems could have been caught earlier.
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Balanced player progression by introducing challenges gradually before increasing risk.
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Playtest feedback was welcomed and integrated quickly, showing strong iteration habits.
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Maintained clear communication during scope cuts
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Adapted designs to match technical limitations

Olivier Defoy
Contact
defoyolivier@gmail.com
(581)982-2992
Location
Canada
Montreal,Quebec

































