Here's some of my Game Design work on Jusant.
Below I'm describing mechanics and game features that seem to me to be the most important I've been able to design during my time on this project. These are a few examples from all of my work. I also present Game Design features that were dedicated to each level in the other parts.
Observation Mechanic :
This ability of the main character and its companion, allows the player to observe their surroundings and partially locate the main objective, as well as some collectibles.
It is launched by pressing the right D-pad input and exited by pushing that same input again, or the face right button. Once launched, the player can rotate their camera, which is orbiting around the avatar, and search for colored circles. Each representing collectibles or the main objective of the current level, depending on the color :
Blue = Shells / Green = Altars / Red = Main Objective.
This mechanic went through a few iterations, that were all centered around providing an observation tool to the player. Over the production, we wanted to focus certain mechanics and features around the companion, to give it more importance during a playthrough.
We worked on the Observation Mechanic Mode so that it represents an echolocation through the companion. This, required me to modify its behaviour tree, designing how it should move around the avatar body when this mode is activated. For example it could came from the bag to the left shoulder, towards the head at the launch of the mechanic, and from the head to the right shoulder when it ends.
A new anchor was then added on the character head, and I asked dedicated animations for the transition between states, and the head animation. It also serves the narration, since it deepens the bond between the avatar and their companion. While giving more context of how they came to the Tower, with this mechanic showing the objective.
The creation process of this mechanic started by a design document I wrote, to establish clear guidelines of how it should work and be represented in-game engine. I then created a first prototype iteration, through Unreal Engine visual scripting tools, and assets made on Adobe Suite softwares.
A few iterations later, tested and approved by the core team, I organized talks with developers so that we can discuss how to achieve this mechanic implementation through code. It required a technical document with variables and values needed during the integration in levels.
Then, I did the same work with the UI artist, the animators and the sound designers, to decide the way we wanted to add the art layer, which must be not intrusive to fit with the mechanic and the global tone of the game.
Cairn Feature
During the production, some empty spaces in the Level Design required to be filled with interactive elements. We decided to add a new collectible element through the Cairns.
When the avatar is near this element, it can interact with it by pressing the interaction input. It launches an animation in which the avatar grabs a rock and places it on top of the structure.
On this feature, I wrote the design document which established variables and rules such as the interaction range, the required animation or even the places to place this element. These guidelines helped other designers create the Cairn feature, and artists / developers to truly picture the use of this feature.
Tutorials & Hints
Tutorial
I've also worked with my fellow designers on the on-boarding of the game, by thinking of various ways to teach the gameplay of our game. After a few iterations, the core design team decided to choose a tutorial in which a text pannel is displayed, with a description of the mechanic and the input required. Once the action taught, the prompt will disappear or show the next step of the interaction feature.
We needed to adapt it to each mechanic and gameplay feature we wanted to teach to the player. Such as the Relay, which required more than one step.
Designing each texted tutorial, I had to request the intervention of the Narrative Designer, as well as the Localization Department, to insure that it fitted with the rest of the turorials, and will be translated in every languages.
Hint
Some mechanics didn't required an entire tutorial to understand their function. Therefore, we decided to create Hints that display at key locations or situations.
These elements are represented through a text panel on the top of the screen. This text provides informations about the situation the player is encountering, and help them face it.
My work on this feature came from tests and implementations of the Hints in levels. It helped other designers, and the core team to determine the relevancy of this proposal. As the Tutorials, it also came from discussions with the Narrative Designer and the Localization Department.
Climbing Assets
In creating our levels, we needed to use elements that would fit into the overall environment of each level. To do so, I worked on transforming 3D assets made by artists, into climbable blueprint structures. This came by adding tools previously created by developers on the assets, and carefully adapting it to each structures.
These value adjustments were a central part of balancing the game's pacing, while also giving its climbing mechanics more realism. The hands placement was, then, more accurate on the surface and allowed players to be precise moving through the levels.