Jusant - TransitionChapter5to6

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This sequence serves as a transition between Chapter 5 and Chapter 6, which is framed by two cutscenes, each showing major narrative elements. It keeps Chapter 5 windy ambiance while setting characters and players in a situation they have not experienced yet.

 This part is a high point in Jusant's story, as it unveils a huge mystery of its universe, which was introduced through letters or by carefully exploring each level. It reveals to the characters and to the players that the Ballasts are still alive and, moreover, that the companion is one of them. Once that encounter done, the giant creature helps the characters reach the highest point of the Tower, leading players to Chapter 6.

The main proposal of this sequence was to bind two chapters through a memorable scene. A Transition Sequence between the last two chapters, which allows players to discover a huge narrative element of the game, while climbing an enormous moving creature.

This is an action-oriented level, which tasks players with climbing up the side and back of a creature while riding out a storm. 

Level Design Pathway

The way through this sequence is linear and devoid of any jumps since the characters are climbing a moving creature. There's a series of grips, always reachable from a previous one, toward the last one at the top of the creature head, which triggers a cinematic ending this level.

Designing this level came through discussions with character artists and developers, so that the climbing mechanic works correctly on a moving 3D asset. Once the asset created, the first step from me was to draw on it where grips were needed. It allowed the artist to place various assets which players could identify as grips along their climb.
Next step was to carefully place the grip feature, which permitted us to test this sequence and discover that some rigging work was required. Character's body collisions were more precise, as well as the on grip hands placement.

Everything set up, I could implement Game Design features and events that were displayed in this sequence.


Game Design Features and Event

A gameplay modifier was implemented in this sequence to change the gravity strength and direction. This modification strongly impacts players when they release their grips. Pushing them away far from the creature. It also modifies players location when they are abseiling.

Slight details which simulate the creature movements as well as the global storm context surrounding the characters. Moreover players feel more immersed in the game and this exotic sequence.

During the climb players need elements to place their pitons, since we did not want to allow players to put them on the creature skin.

Therefore, I asked the Character Artist to add 3D assets on choosen locations along the grips path. I then linked them to the closest bone of the creature's asset, which permitted the elements to follow its animations.

These attachment points serve as checkpoints and guiding marks along the climb.

Designing this level I observed that the transition between the creature's flank and back wasn't smooth. The character's movements were weird on a horizontal surface, and they often penetrate into the creature's mesh.

To correct this problem, I integrated an event that triggers when players reach and grip a ladder stuck on the creature's flank. This element unfolds, and the creature rotates verticaly. It both accentuate the environment speed, while giving a path between the flank and the back. This climb is, then, steeper and avoid the problems mentioned above.