Design. Share. Iterate.

DREAMWATCHER
STUDENT PROJECT, CAMPUS ADN - 2020
DreamWatcher is a 3D Metroidvania game created in 14 weeks during the pandemic by a team of students.
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Steam Release: Fall 2020​ (Steam Store Page)
Roles:
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Game Designer
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Programmer
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Constraints:
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Developed in Unity
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Work from home because of the pandemic
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3rd Person view
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Maximum of 2 humanoid models and enemies
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With possible recolors​
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Maximum of 1 biome with possible recolors
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14 weeks of production
CORE MECHANICS
Swing
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Zip above obstacles
Push & Pull Objects
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Solve puzzles and create platforms
Fire Enemies
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Burn obstacles
Ice Enemies
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Freeze clouds to create platforms
Winged Boots
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Double jump and step on clouds
Shadow Fade
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Fade into the ground to lift objects
Climb
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Reach high ground

Fly over dangerous areas

Push and pull blocks to navigate

Fire Monkey burns certain ingredients

Ice Monkey can freeze clouds

Double Jump and land on clouds

Fade into the ground and pick up cubes to use as steps

Access out of reach areas

PITCH & PRE-PRODUCTION
Pitch: I was part of the initial team of 4 that pitched the game. Created and succeeded in communicating the base of what would become the final game. Out of the 6 projects presented, ours was one of the 2 chosen to be developed.
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Pre-production: Created many documents with my team of designers.
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Rational Level Design
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Rational Game Design
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Mechanical Mapping of in-game actions
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Worked on the 3C of the game
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Designed the game ingredients and their metrics
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Flowchart of the Avatar's actions
Made sure every design created stayed true to the game's vision throughout development.
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*See below for pre-production documents (in french)

Gameplay pillars

Rational Level Design - Abilities, rewards and enemies

Rational Level Design - Ingredients


Design proposition for the swing ingredient

Design proposition for the cloud platforms

PRODUCTION
Roles:
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Game Designer
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Programmer
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Tasks (Game Design):
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Worked on the 3Cs (Camera, Character and Controls)
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Kept design documents up to date
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Worked on the game's feedback to the player through art, animation, sounds and any other means
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Provided constructive feedback and criticism on all levels to the level designers on the project
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Cut features and mechanics that were not working, not fun or that we simply did not have the time to do
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All in order to have the best possible game in the end​
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Tasks (Programmer):
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Scripted many states of the Avatar
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Scripted many ingredients
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Fixed bugs regularly
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Took care of the bug database
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Tasks (General):
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Found solutions to problem quickly with my team
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We did not have any time to lose and needed to keep moving forward
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Played the game on a daily basis
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Troubleshooting (Examples):
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Metrics had to be reworked and adjusted due to the art team's limitations
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Redundant features/mechanics were cut or baked into another
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Unfun and uninteresting features/mechanics were cut to elevate the game's quality
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The whole production has been done as Work From Home.
