Context

During the first part of the third year, feedback from stakeholders and others allowed us to collect data on our game. We all analysed during brainstorms to be able to improve the project and come back in January with a more concrete and thoughtful idea.

When :

September-January 2023

Duration :

5 months

Project size :

10 members (5 designers, 5 artists)


Stakeolders feedbacks

One of the first steps in this "break" in production was to collect all the feedback from the stakeholders. For this, I created a summary document categorising all the comments that were made. The ones that came back the most were put together and a colour code according to the stakeholder who made the feedback was used to highlight certain problems.


This document allowed the future meeting to have more defined axes and therefore to better organise our thoughts.

Visual of the stakeholder feedback document with colour coding

Meetings

So this whole period was a design for the renewal of the game. In spite of all the courses and other projects given by the school, I tried every month to put a meeting to keep the game clear in everybody's mind.

One of the points that needed to be addressed in order to better organise the meetings and make them more efficient was to designate a Lead GD and a Lead GA to better arbitrate certain debates and take decisions when we were going round in circles for example. It was therefore decided that Marius LANGLOIS would become Lead GD and Henri ROBLIN Lead GA.


The meetings were organised like this: We would go back to the previous document with all the feedback from the stakeholders and we would try to solve one by one the problems pointed out.

As January arrives, more time is allocated to the project, the meetings are done, it is now time to move on to the prototyping and publishing documents to present the game in its new light and hope to see it picked up and produced in the coming months.

Competitive analysis

During this period we were able to improve our competitive analysis by deepening it in the number of games and how to approach this kind of document. The mapping has also allowed us to point out certain data in the game, such as the diversity of the weapon for example.

Collecting data on reference sets

See where the listed games stand on certain parameters to compare to ours

List the strengths and weaknesses of listed games compared to our game

See the rest of the adventure here.

Team

Game Desginer

Marius LANGLOIS

Lead GD

Level designer

Sound designer

Linkedin

Guillaume JACQUEMIN


Technical Designer

Link to his site
Linkedin

Arthur CÔ


System Designer

Link to his site
Linkedin

Nathanaël LEROY


Level designer

Sound designer

Linkedin

Game Artist

Henri ROBLIN

Lead GA

Concept Artist

Artstation 

Thomas SAINT-GÉRAND

Tech Artist

Level Artist

VFX

Linkedin / Artstation

Émilie CARRARA


Props Artist


Linkedin / Behance

Césarine VINCENT

UI Artist

Linkedin / Instagram / Etsy

Valentin CHEVALIER

Character Artist

Linkedin / Artstation