top of page

Services

PRESENTATION

     Crystal Moon is a Puzzle Game in which the player will play a space archeologist in search of the civilization on a frozen moon with the objectif of understanding the reason for its disappearance, both sudden and mysterious.

To prevail over the obstacle which will stand in his way, he will have to use an alien tool, allowing him to interact with his surroundings and use portals to an alternate dimension.

     The player experience will be paced between exploration phases of the environment and puzzle phases, getting more and more complex, influenced by an secondary dimension, involving the player with the discovery of the last moment of this civilization and the understanding of the reason behind its disappearance.

TRAILER

MY ROLE

My work consisted in several important tasks such as DOCUMENTATION, ESTABLISHING MECHANICS AND TESTING WITH PROGRAMMERS, PREPARING TEST PROTOCOLS FOR PLAYTEST, CREATING SCHEMATICS TOOLS FOR LEVEL DESIGNERS, WORK SEMIOLGY WITH ARTISTS TO MAINTAIN ARTISTIC COHERENCE, ADAPTING GAMEPLAY TO EMBRACE THE GAME'S INTENT, LEVEL BUILDING.

WHAT I MAINLY DID IN THIS PROJECT

1. DOCUMENTATION

Skills

Game Design Document of Crystal Moon to download (FR)

One Page Design (ENG)
One Page Design (FR)

2. DESIGN

Core Loop
Core loop.drawio (12).png

     Crystal Moon's Core Loop consists in moving from an exploration phase to a puzzle phase through a progression problem. This problem is exposed in one reality, and the other can possess its resolution. The puzzle loop can exist in several different instances, and when the progression is resumed, the player is rewarded with a deeper understanding of Crystal Moon's narrative and the continuation of the game.

Interaction Loop
Interaction_Loop.drawio_1.drawio (1).png

     An interaction loop that represents the "Testing" and "Mastering" of an ability/mechanism/skill, and which determines the course of the DEV-oriented puzzle creation and PLAYER-oriented learning process.

     Rewards are based on the complexity and the difficulty of a puzzle sequence.

image (5).png
Resistance-curves_edited_edited.jpg

Excel board that calculate INVESTMENT of players in puzzle sequences and RESISTANCE of the puzzle based on the GameDesign tool "Resistance Curve".

3. TEST PROTOCOLE

Test protocol based on Jessie Schell technique "FFWWDD"(FR)

4. LEVEL BUILDING

bottom of page