Salto & Drogo
Game & Level Design
Salto & Drogo is single-player 3D adventure game, presented from a third-person perspective, invites players to explore the story of two characters. The journey alternates between the characters, requiring players to use their unique abilities and observe their differences.
As part of the end-of-year project for the Master IDE program at Gobelins, l'Ćcole de l'Image, and CNAM ENJMIN (Bac+6), I served as the Game and Level Designer within a team of six.
Solo 3D Adventure
Genre
Duration
2021
Dates
3 mounth
Type
Student Project
Role
Game & Lvl Design
Letās Play
Missons
Lead workshops in Miro
Organize, conduct and result in a playtest report.
Specification of the Game & level design document
Block out the level design of a part of the Slice vertical in Unity
Design Process
Workshop sessions
Game Design
Level Design Research
Prototype
1. Workshop sessions
I initially led ideation sessions on Miro to collaboratively define our experience intent.
Once we established our gameplay loops, roles were assigned, and I was responsible for detailing the hunting phase.
2. Game Design
In this segment of the game, the gameplay loop enables players to experience each character and their progression through the levels. To progress, players must capture the prey to regain strength and confront the coyotes blocking their path.
The wolf tracks the prey, while the fox catches it.
3. Game Feel
I selected a distinct game feel for each character: the 3Cās (camera, controls, and character), lighting, and sound design are subtly adjusted to convey the wolf's calmness and gloom, and the fox's liveliness and distraction.
4. Level Design
The level design is divided into two parts:
first, the player tracks the prey using a colored trail and navigates obstacles as the wolf.
In the second part, the player uses the fox to catch the prey by searching for it among the bushes and approaching it slowly, guided by sound and haptic feedback.
5. Playtests
In two and a half months, we developed a prototype and tested it under real conditions. I primarily organized these playtests in collaboration with the LUTIN Laboratory. The analysis and report I provided enabled us to iterate on the project before the end of the third month.
Additionally, our participation in the 2022 Stunfest provided further insights for additional improvements.