top of page

Aïko
Aïko: The Ferret's Adventure - Presentation Trailer

Aïko: The Ferret's Adventure - Presentation Trailer

02:06
Aïko: The Ferret's Adventure - Walkthrough

Aïko: The Ferret's Adventure - Walkthrough

08:06

Aïko
Aïko: The Ferret's Adventure - Presentation Trailer

Aïko: The Ferret's Adventure - Presentation Trailer

02:06
Aïko: The Ferret's Adventure - Walkthrough

Aïko: The Ferret's Adventure - Walkthrough

08:06

Jaina
Jaina: Beware the Daughter of the Sea - Presentation Trailer

Jaina: Beware the Daughter of the Sea - Presentation Trailer

01:31
Jaina: Beware the Daughter of the Sea - Campaign Walkthrough

Jaina: Beware the Daughter of the Sea - Campaign Walkthrough

08:27
Jaina: Beware the Daughter of the Sea - Ordeal Walkthrough

Jaina: Beware the Daughter of the Sea - Ordeal Walkthrough

11:28

Pitch

Jaina is a Diablo-like RPG, where the player embody Jaina and has to fight his way through tough enemies to retrieve an artifact.

Factsheet

Theme: Jaina Proudmoore - Warcraft

Genre: Hack 'n' slash, Hardcore

Number of players: 1

Platform: PC

Interface: Keyboard and mouse

Engine: Unity with Git vor versioning

Project type: Personal project

Made in: 300 hours from July 2019 to February 2020

Team: 3 Game Designers

WHAT I DID
PROJECT CONTEXT

During a week, in April, Paul and I started to create the Game Design's fundation and basic code.
In July,
Quentin joined us to improve the Game Design and the Level Design, we got together at my house and went on developping this project.

GAME DESIGN

I participated in all Game Design's creation including:

 

Spell mechanics: Basic idea to embody Jaina with a spells rotation and hack and slash mechanics

JainaSpellMechanicsPresentation.jpg

Elemental spells: All spells, elements, mechanics and passive marks

Jaina can control fire, ice and arcane and have 2 spells per element.
She can also control the
time with 2 other spells to protect herself from enemies.
When an enemy is touched by a spell, a mark applies to him.

JainaSpells_Fire.jpg
JainaSpells_Ice.jpg
JainaSpells_Arcane.jpg
JainaSpells_Chrono.jpg

Enemies mechanics: Different enemies and powers

Each enemy has a base and impatience attack that is triggered when they fail to hit Jaina for a while.

EnemiesMechanics.jpg
PROGRAMMING

Firstly, Paul and I worked together to create different AI with the same code base.

• AI state machine: AI "brain" presentation and override functions

We had 2 different characters' radius so the basic Navigation in Unity did not work. Consequently we used:

• Multiple agents navigation: Learn to use Runtime NavMesh Building

MultipleAgentNavigation.jpg

I was in charge of the 3C of the game primarily including:

• Jaina: Movements, spells mechanics, spell bar and animations transitions

JainaPresentation.jpg

• Object pooling: Use a pool to "spawn" enemies, spells and potions

I learned the C# Queue principles to setup the pool:

ObjectPooling.jpg
Boss
BackgroundPage.jpg

Jaina Boss
Jaina: The Armedial's Guardian - Presentation Trailer

Jaina: The Armedial's Guardian - Presentation Trailer

00:55
Jaina: The Armedial's Guardian - Walkthrough

Jaina: The Armedial's Guardian - Walkthrough

08:42
WHAT I DID
PROJECT CONTEXT

This project is the final boss fight of the project: Jaina: Beware the Daughter of the Sea.

 

Paul and I are proud of what we did for the first prototype 

but we wanted to expand this project by prototyping what the final boss would look like.

GAME DESIGN

I participated in all Game Design's creation including:

 

Boss mechanics: Stalactite Fall, Triple Strike, Lava Orbs and Armedial's Wrath

Each attack has 3 levels depending on the boss phase.

BossPresentation_1.jpg

Boss pattern: Triggering attacks according to defined rules:

BossPresentation_2.jpg
PROGRAMMING

Firstly, Paul and I separated the boss's attack in two and we each worked on our half. We then created a controller to trigger the desired attacks. So I worked on:

• Stalactite: Fall animation, states, explosion and the lava area it creates

BossPresentation_3.jpg

• Triple Strike: Hit the ground 3 times on define areas

BossPresentation_4.jpg

• Armedial's Wrath: Emits a powerful laser and rotates to sweep the entire battlefield

BossPresentation_5.jpg

• Lava Wave: A lava wave crosses the battlefield when the boss changes phase

BossPresentation_6.jpg
TEAM
Photo_Quentin.png

Quentin PEREIRA

Game Designer

Level Designer

Photo_Paul.png

Paul de LAUBADERE

Technical Game Designer

© 2023 by Jérémy Payre
bottom of page