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GAME OVERVIEW : 

PLATFORM : PC

GENRE : Puzzle, Adventure

THEMATIC SETTING : Temple Exploration, Mystical Spirits

TARGET AGE : 12+

OTHER : 2 Player CO-OP only

1st PERSON CAMERA

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Student Project

SHOW ME THE WAY (2018 Version)

Lead Game Designer - Narrative Designer - Level Designer

March - April 2018 | Puzzle / Adventure coop Crossplatform PC - Androïd

WORK FEATURE

  • Crossplatform communication design

  • Asymmetrical coop puzzle design

  • Motion gaming on mobile

  • World building

  • Storyboard & cut-scenes

    Show Me the Way is a 2-player coop puzzle / adventure crossplay game on PC and Androïd.   

Lost in an Inca temple, an explorer and his guide will have to solve puzzles together in order to get away from it and discover the fate of this famous extincted civilization.

GAME OVERVIEW

GAME OVERVIEW :

PLATFORM : PC

GENRE : Puzzle, Adventure

THEMATIC SETTING : Treasure hunting, Temple exploration

                                       South american ancient culture

TARGET : 7+, players who loves coop and adventure games

NUMBER OF PLAYERS : 2 only

 

 

 

 

 

 

 

Two archeologists try to break the mysteries of a Temple in the clouds. Separated at the entrance, they have to co-operate remotely.

GAME STRUCTURE

smtw mobile.png

Before defining how the platforms (PC an mobile) would communicate, I needed to define what kind of rooms and interaction would be present in the game.

 

Then, the temple has been separated in two kind of rooms :

           - puzzle rooms, used to challenge the players

           - narrative rooms, used to reward them

 

Each time the PC players would enter in a new zone in the temple, the mobile players would have a new screen on their phone telling them that their friends were needing some help.

Game Design

The progression screen on the Mobile shows how many rooms have to be cleared

SMTW SCREEN1.PNG

Vea is a flying orb that only the PC player can see. Working as a key, it is the link that ties the two players interactions.

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Vea, in the first room of the game

Design Goals :

  • Create some consistancy : Vea has to be placed in Pillar mechanisms to activate the communication between the PC and the Mobile. I

  • Add some magic in a "god" temple

  • Creating a common point between the players: Vea can sometimes be seen on mobile (and even be controlled!)

You can see here the progression screen on the mobile after the first puzzle having an alert and turning to the "puzzle 2" screen when the PC player activates the Vea Pillar.

PUZZLE DESIGN

The puzzles of the game depends on communication and asymmetry of information.

Design Goals :

  • Push the players to communicate on many subjects that can be hard to describe (unusual forms, colors, sounds, motion, timing...)

  • Create understandable feedbacks that the players can communicate

  • Having a gameplay that uses the mobile platform at its best (touch screen, gyroscope...)

Exemple of puzzle : the SLABS.

SMTW mobile png.png

The PC players have to walk on the right slabs in order to progress in the room and open the door.

 

Each on the slab range next to it.  All the solutions are written on the mobile screen but have to be found by touching the screen and illuminate the scroll displayed. Pillars have an associated Slab

 

The players have to communicate what they see on their own screens to know which one is the right one.

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The mobile view and the PC view in the SLABS room

The phone view without censorship

One GDD page about the puzzle

Inspiration :

- the invisible ink on treasure maps that has to be warmed up to be seen

- Symbols from the Inca culture to count (bottom ones)

- Representations of things like Inca Gods (challenging to describe due to their geometries)

NARRATIVE DESIGN HIGHLIGHTS

Narrative Design

For Show Me The Way, I worked on the Setting of the story and the introduction cinematic.

 

For the setting, we've choosen to do a story happening in the real world, based on true events. I did a lot of researches about treasure hunting, read many books or watched movies about it. The lost City of Z, the gold-bug from Edgar Poe...

 

Finally, I found the story about Gordon Cooper, the spaceman who did many treasure maps from space, thanks to a series called "Cooper's treasure". This story helped us creating a game set where we wanted (here, the Inca territory) and expand the game with the location of our choices with some fantasies such as the Lost City of Atlantide for exemple.

 

This is the cinematic introducing the game. I did the storyboard of this cinematic and created it with some images on photoshop. I've done the montage directly in Unity !

 

 

One exemple of narrative room

 

"Telling the story" mechanic for the "guide" player. In each narrative room, the guide has a text associated with a fresco on the wall, telling the story about the temple. He has to read it to the other player. Pierre-Alexandre wrote most of these stories.

 

This feature isn't necessary to finish the game but was really appreciated by some players. Especially a father had a lot of fun telling these stories to his young son while playing the game during the Japan Touch Haru 2018.

 

OTHERS

Japan Touch.jpg

We did 2 events with Show me the Way :

  •  the Japan Touch Haru 2018

  •  the Student Game Show 2018

 

 

We also did two interviews on radios. You can listen to one here ! (in French, sorry !)

 

 

 

MEET THE TEAM

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DORIAN MONTAVID

PRODUCER / LEAD TECH

Dorian was in charge of the tech aspect of the game. Thanks to him the game was connected ! He also did a great job as a producer for a small team.

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VALENTIN PEREIRA

ART DIRECTOR / LEVEL DESIGNER

Valentin worked on the artistic side of the project and did a lot of research about what an Inca Temple could look like. He also designed the Temple circulation.

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AXEL ARNAUD

TECH /UX DESIGNER

Axel worked mainly on the Androïd app and did a lot to make it connected with the PC.

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MATHIEU SIBOULOTTE

LEAD GAME DESIGNER / NARRATIVE DESIGNER

Well, it's just me  ¯\_(ツ)_/¯

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LUCAS LECANTE

3D ARTIST, UNITY INTEGRATOR

Lucas created many assets for the game and made sure that everything was well integrated.

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P.-A. GERBET

NARRATIVE DESIGNER

P.-A. worked closely with me to create the narrative content around the game. He wrote all the narrative rooms and peer reviewed every work I did.

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