Cryptids
DESCRIPTION
Adam Walker, a cryptozoologist scientist, investigates the disappearance of his friend in an Ontario forest.Determined to find out the truth about the disappearance, he decides to go there himself to investigate.
ROLE
Level Design Level Builder Environment Builder (foliage)
GENERAL INFORMATION
Horror-investigation 2022 PC Vertical Slide
TOOLS
Unreal Engine 4.27 PowerPoint Discord ClicUp




THE PROJECT
Based on his intel, Adam Walker decide to travel until he came across a forest in Ontario, Canadian province. He expected to find some clues about a cryptid. On the place where his information had led him, he finds the remains of an Amish village dating back more than a century.
Will he search the reason of the disappearance of the Amish, he heard a terrifying growl. A monster gets out of the fog and start chasing Alan. He manages to hide from it. He can run for his car and leave, but then what ? Furthermore, he must bring back a proof, or else he will stay has a pariah.
First, he collected clues like the creature's furs, claw marks and footprints. But the most important proof is the photo of the cryptid. With that, nobody can discredit his research.
MECHANICS
Exploration : The universe is realistic and put us in the skin of a weak and defenseless character. To avoid the danger, the player must observe his environment. He must progress carefully.
Avoid : To survive inside the cryptid territory, the player must run away, hide or use one of his tools.
Clues : To Identify the creature, the player must find clues. They are scattered on the map. To find them, the player must use his tools and the notebook.
Investigation : When the fog around the creature disappears, the cryptid his identifiable. At that moment, the player must take a shot of the cryptid.
Neutralization : If the player identifies the creature, and he has enough clues, he can try to neutralize the monster. The difficulty is increased and if the player succeeds, he won a better reward.
Escape : When the player has the proof of existence of the creatures, he can decide to leave the area.
But he must reach the evacuation point.
CONSTRAINTS AND SOLUTIONS
The main constraint was the semi-open / open world map.
How create a feeling of fear in a world when as developer you can't control all events in your world ?
How to anticipate the path of the player when he can literary can go practically everywhere ?
It was the first and the biggest constraint of the level construction, and even after his end, it was the problematic who ruined a large part of the game.
The partial solution was to guide the player with lights and darkness, by roots and trees in the forest. But in some points, it wasn't enough to optimize the golden path and with it the flow.
Team Members
GD
Matthieu Equilbecq - Narrative Designer
Kevin Neel - Producer
Maxime Buttin - Technical Designer
Gabriel Defrançois - 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