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Haunted Antlers | 2020 (4 months)

Game Designer | Programmer

Unity | Gitkraken Glo | Gitkraken | 8 people

Zelda Like | Adventure game | mysterious forest

Theme
Pitch

Haunted Antlers is a 2D Action Adventure game taking place in a mysterious forest. You play as the shaman of a small village inhabited by animals with curious antlers. Your mission is to harvest the newborns, but on your latest mission, a strange creature takes the baby in the depths of the forest.

01.

Context

For the second semester of my second year at rubika supinfogame, we had 4 months to create an action adventure game. This project was made while the Covid 19 pandemic, during the first lockdown in France.

02.

My work

On this project, I really focused on working on my programming skills. I wanted to be able to create my own prototypes, so that I could easily be able to test game design ideas. That’s why I decided to mainly work on programming. But I also worked on the creation of the universe, and a bit on game design.

A.
Design

For the game design part of this project, I focused on writing clear documentation during the pre - production phase of the project. This was one of the skills I wanted to improve, because on my last projects, we didn’t really take the time to write a proper one. I wrote documentation about the 3C’s of the game, and all the interactions the player can have with the world.

Apart from documentation, I also worked a bit on the level design of our world map. 

B.
Narrative Design

I worked on the creation of the universe for our game. I wanted it to be quite unique and kind of poetic. I ended up with the idea of animals that had antlers, and when those animals die, the other villagers would bury them by letting the antlers outside, and those antlers create a tree, and every tree produces a fruit that contains a baby animal. So it creates a kind of life circle. With other members of the team, we started to work on this idea, and add content to make a real scenario out of it. 

C#.
Programming

Programming took me most of the time I spent on this project. And I learned a lot of things, such as how to optimise my code, how to structure a project, but also how to program with other persons, by using or modifying their code. The game was made using Unity C#.

I made a lot of scripts for level design elements with which the player interacts. I also made a dialogue system, and learned how to use unity UI to make menus.

03.

Conclusion

Even if the conditions were not ideal due to the covid 19, I managed to improve my programming skills, which was my initial goal. And I also had the chance to improve the way I write documents for a team, which I think is something important for a game designer.

Other members of the team :

Valentine Vuittenez | Game Artist & Producer

Simon Picardat | Game & Level Designer

Matthieu Levy | Art Director

Helena Saglio | Game Artist

Aurélien Mary | Game Designer & Programmer

Nicolas Tognetti | Game Artist

William Schmitt | Narrative & Sound Designer

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