top of page

The High-Rise Showdown
The High-Rise Showdown - Presentation Trailer

The High-Rise Showdown - Presentation Trailer

00:53
The High-Rise Showdown - Walkthrough

The High-Rise Showdown - Walkthrough

08:37

Pitch

The High-Rise Showdown is set in a dystopian future, built around the core mechanics of the heart "Beats Per Minute".

You lose BPM when you get shot by enemies, and you gain BPM when you hit enemies with your weapon. However, your BPM is also your ammunition!

Factsheet

Theme: Your life is your ammunition

Genre: Fast FPS

Number of players: 1

Platform: PC

Interface: Keyboard and mouse

Engine: Unity

Project type: Third year end project

Made in: 4 months

Team: 7 Game Designers and 8 Game Artists

WHAT I DID
PROJECT CONTEXT

​The High-Rise Showdown is our graduation game. I was not at the begining of the project and I joined it in the middle of pre-production. So the basic concept and intentions was already set.

In addition to my Game Design and programming tasks, I took care of Unity and versioning issues, because we were 9 of us working on the engine. I also created a playable build every week to make sure that no problems occurred and to share it with the team at the end of each sprint.

GAME DESIGN

I was able to give my vision of things throughout the production, on the tasks that were assigned to me, to say what was technically possible, or not, and so that the features respect the intentions of the project as much as possible.

• Gameplay Intentions: All of our design choices had to highlight these words:

Presentation_1.jpg
PROGRAMMING

Firstly, Paul and I divided our tasks. So I worked on:

 

• Player abilities: 

We wanted frenetic gameplay with fluid actions and controls. The platforming had to be as less frustrating as possible because it should just emphasize the gameplay and not represent too much difficulty.

So we set up these tricks to improve gameplay feelings:

Presentation_2.jpg

Camera: I mainly worked on layer setup, shaking, FOV and movement animations.

Presentation_3.gif

• Suicidal enemy: He is mainly used to put pressure on the player by encouraging him to play differently.

Presentation_6.gif

Destructible Objects: There are 3 different types of destructible objects: Breakable, Emissive and Disappear.

 

This feature helps to accentuate the frenetic aspect of the game. It also allows the player to transgress the rules of this universe and thus revolt, on his own scale, against the system.

Presentation_7.gif
TEAM
Photo_Gauthier.png

Gauthier LEBLANC

Project Coordinator

Photo_Quentin.png

Quentin PEREIRA

Lead Game Designer

Photo_Paul.png

Paul de LAUBADERE

Technical Designer

Photo_Thomas.png

Thomas DUCRAY

Game Designer/VFX artist

Photo_HugoDuron.png

Hugo DURON

Level Designer

Photo_Yohan.png

Yohan LARDY

Art Director/Level Artist

Photo_Mélanie.png

Mélanie BARCO

Props Artist

Photo_Gaultier.png

Gaultier GUITARD

Game/Sound Designer

Photo_Fabien.png

Fabien DAVID

Props Artist

Photo_Vincent.png

Vincent MOREIRA

Weapon Artist

Photo_Laura.png

Laura MOLINA

Lighting/Level Artist

Photo_Manon.png

Manon VULLIEMIN

Character Artist

Photo_Elise.png

Élise BARTMANN

Character Artist

Photo_Guillaume.png

Guillaume DELBARRE

Concept Artist

© 2023 by Jérémy Payre
bottom of page