Made with: Unity




The project

Blown Away is a 3D exploration-platformer taking place in a floating city, where buildings are hung to balloons. You play as a small child seeking for his friends in a hide 'n seek game, using his inflatable jacket to propel himself through the sky!
Explore freely different districts, ranging from the industrial zone to the floating gardens of the Green District, and pass by the market to ride the Ferris Wheel!




Context

This was the final Bachelor project at Piktura, made in 7 months with a team of 6 people.

Team:
Antoine Foucault - Lead, Creative Director, Programmer
Ambre Laurent - Gameplay Designer, Level Designer
Henri Berteloot - Sound Designer
Julie Boyaval - Character Artist
Safran Reynaert - Environment Artist, Artistic Director
Naomie Halter - Concept Artist, Texturing, Lighting, Key Art




My role

Lead : I was in charge of organising meetings with my team, planning our tasks and deadlines, and making big decisions when needed.
Creative Director : I was the creative director, at the root of the game idea, who created and developped the concept with the Game Designer.
Programmer : I was the only programmer of the team, my main tasks being the character controller and tools for my team.




Gameplay

My main task for this project was to make a fluid 3D-plateformer character controller.
This was a great way for me to go more in depth with code organisation, raycasts, cameras, rigidbodies and state-machines.

The main mechanic of the character is the ability to propel himself upwards using his inflatable jacket.
We also wanted to have a floaty character feeling, so it was important for me to provide a lot of options to balance the character for the Game Designer.




Tools

Since this game takes place in a floating city, we needed to have a lot of buildings.
With the Environment Artist and the Level Designer of our team, we decided to create the buildings using tiles.
To make them gain a lot of time when making the level design and level art, I built a tool to easily generate buildings.

It was important to make this 3D-tiling tool approachable for everyone on the team, so I made it as easy to use as possible.
So, the tool only has 3 sliders to specify the 3D size of the building, one button to generate the building and another button to erase the building if needed.
While maintaining the simplicity of use of the tool, I could make more options being the scene, like random tiles for certain floors of the building, or another tool to regenerate all the buildings in a scene.