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Seranar's Crypt is a puzzle/platformergame, in an heroic fantasy universe. It was conceptualized and produced in 1 month with a team composed of 4 Game Designers and 3 Game Artists.

During this project i've done the game mechanics, the Level Design of two of the 3 Levels, and QA.

Game Mechanics

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Human can activate lever, broke walls, and push objects

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Ghost can levitate, cross through walls, and see things human can't see.

My Work on this project:

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Tutorial

 

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Level 1

 

I've made the tutorial and the first Level in 22 days. 
Beginning with Microsoft Visio by establishing a
2D Level Concept while researching references on pinterest for exemple.

The world consistency is very important to me, I never build without having graphics or historical references in mind.

Levels are set in crypt so it needs to be quite small spaces with pillars.

Tutorial is made in a linear shape, player plays room by room, without going back.

Level 1 is a "O" level, the player has directly the exit and a lever in front of him. So he see what he needs to do. there's one "puzzle" by room.

 

Players who playtested this level were very enthusiastic. A lot of very good feedback. 

 

And there is the Blockout !
I keep the same color code, change some things I didnt find fun while playtesting it.


"et voilà !"
 

I only Use ProBuilder And ProGrid.


Metrics were made on a Testmap.

 

It tooks 5 days to make the tutorial and 7 days to make the Level 1 from scratch to blockout.

Then I've Playtested, tweaked, and During 2 Days I've implemented the graphics Assets.

Half time created, Half time tweaked playtested.

 

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I had playtest with 15 workmates, to improve my level design and our mechanics.

 

Every morning we had a brainstorm. and then I've made playtests. Thanks to hours of playtest we received a lot of amazing feedback.

 

for every player, I ask 4 questions : 

Did you like it?
What have you liked?
What have you disliked?
What would you change?



 

 

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