Blown Away
- Itch.io
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.