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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:

  • Game Designer

  • Programmer

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Constraints:

  • Developed in Unity

  • Work from home because of the pandemic

  • 3rd Person view

  • Maximum of 2 humanoid models and enemies

    • With possible recolors​

  • Maximum of 1 biome with possible recolors

  • 14 weeks of production

CORE MECHANICS

Swing

  • Zip above obstacles

Push & Pull Objects

  • Solve puzzles and create platforms

Fire Enemies

  • Burn obstacles

Ice Enemies

  • Freeze clouds to create platforms

Winged Boots

  • Double jump and step on clouds

Shadow Fade

  • Fade into the ground to lift objects

Climb

  • Reach high ground

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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.

  • Rational Level Design

  • Rational Game Design

  • Mechanical Mapping of in-game actions

  • Worked on the 3C of the game

  • Designed the game ingredients and their metrics

  • 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)

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PRODUCTION

Roles:

  • Game Designer

  • Programmer

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Tasks (Game Design)

  • Worked on the 3Cs (Camera, Character and Controls)

  • Kept design documents up to date

  • Worked on the game's feedback to the player through art, animation, sounds and any other means

  • Provided constructive feedback and criticism on all levels to the level designers on the project

  • Cut features and mechanics that were not working, not fun or that we simply did not have the time to do

    • All in order to have the best possible game in the end​

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Tasks (Programmer):

  • Scripted many states of the Avatar

  • Scripted many ingredients

  • Fixed bugs regularly

  • Took care of the bug database

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Tasks (General):

  • Found solutions to problem quickly with my team

    • We did not have any time to lose and needed to keep moving forward

  • Played the game on a daily basis

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Troubleshooting (Examples):

  • Metrics had to be reworked and adjusted due to the art team's limitations

  • Redundant features/mechanics were cut or baked into another

  • 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.

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Gabriel Bradley ©2020 - Created with Wix.com

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