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In'Sect

DESCRIPTION

ROLE

Level Design

GENERAL INFORMATION

Horror-Investigation   2023   PC   Vertical Slide

TOOLS

Unreal Engine 5   PowerPoint   Discord  ClicUp   Miro   Coda   Mantis   Tortoise SVN

THE PROJECT

On the trail of his past, James comes across the ruins of what appears to be an ancient temple on a mountaintop. Alone on the spot, he realizes that the place is the one in the photo, the only memento of his parents.

The building was built, occupied and abandoned by a curious cult, a kind of sect dominated by an elder creature.

Step by step, James will discover disturbing truths about the place and its terrifying secrets.

MECHANICS

Exploration : The character progress in different rooms, his goal is to understand what happen to his parents and why this place is familiar to him.

Stealth : The player is on a hostile territory, all shadows can hide a danger. He must progress stealthy and pay attention to every sound and moving silhouettes. Some elements will help him during the progression but there can't hide the player for a long time.

Resolve : The progression is blocking by enigmas and puzzle, to progress the player have to find the solutions and unlock them with his phone. 

CONSTRAINTS AND SOLUTIONS

One of the main constraint was the inside and the navigation in the building.
The second was, building a level design with evolving game design and mechanics.

The first one was resolved with a lot of QA and try on every segment of the levels.
Try ⇾ Feedback ⇾ modify ⇾ evolve / kill ⇾ Try

 

The second one was more difficult, cause every modification during the game design impact directly the level design and there were a lot of modifications, provoking a lot of reiteration of one or many levels.
Sometimes the level was good one week and unusable the next.

 

The solution was to pause the level design and agree in what will be the new features and their implications in the level design.

Team Members

GD

Matthieu Equilbecq -
Narrative Designer

Kevin Neel - Producer
Tristan Bonnet - Technical Designer
Maxime Buttin - Technical Designer
Gabriel Defrançois - Game Designer, QA

Ethan Melis - Game Designer, QA

GA

William Brosse - Environment Artist, Props
Junior Gross - Technical Artist, Lighting
Margot Vignon - Props Artist, LA
Antoine Notin - Props Artist
Issa Belkous - Props Artist

Teddy Pouillet - Props Artist

Camille S. Jaunin - Voice Acting

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