
The CLTRS video game invites players to dive into a playful exploration of female sexuality and pleasure. Using a rolling avatar, players navigate through space, discovering the body across the landscape with rapid movements, sparking life wherever they go. Sometimes, to reach the climax, you just have to explore!
This is the 3rd version of our Coloris game (we created 2 prototypes before producing this one). For this version, we focused on femininity and softness but this time, through a baroque architectural style. Using pastel colors and creating objects on this theme, we created a demo level of our new game. I focused on creating an interesting path for the player that would be suitable to support the type of speed that we wanted to use and that would be fairly easy to follow since we have little to no guidance in this game that pushes exploration to its peak.
My role
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Level and game design.
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Establishing the path taken by the player.
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Supervision and support for programmers with mechanics.
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Recurring game playtests.
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Help with sound design.
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Supervision of the general work of the artists so that nothing interferes with the design of the level or with the comfort of the player.
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Team management
This project is a game demo created as part of a 5th quarter course at the Nad school of digital arts, animation and design.
This demo is also part of a research project by NAD researcher and professor Laureline Chiapello
Production time: 15 weeks
Team: 9 artists, 3 programmers
The creation of wonder
The flowers grow
Flowers grow when the player passes by
They bring life into the environment
the end of the game cinematic will therefore be different depending on the amount of exploration done by the player
(Quantity of flowers)

The game had to be attractive and enjoyable to explore freely. It was therefore important to allow players to have an impact on their environment.


Effects with every jump
Each action of the player is accompanied by a visual effect and a sound to make everything a little more interesting
The player is followed by an effect that highlights his speed
The character leaves petals on his path

The plans
The first bulb was mainly composed of balconies connected by bumpers.
secret paths were hidden in order to allow the player to save time during their subsequent passages (the player had to pass several times in the same areas in the initial game)
The second bulb was composed almost entirely of ramps (the gameplay had to be different in each game)
Speed was more exploited in this level
Before the production phase I had to work on planning the full game (the initial plan was to produce the full game which unfortunately was not possible)


The pillars were slightly different at the start of the project

Each area had its unique use


I was able to work, with the help of another member of the team, on the prototyping of all sections of the project.
These "blockings" were unfortunately not used for the rest of our project but remain in the research project documentation.
Carrying out these tests took several weeks (this pre-production phase was not taken within the 15 weeks allocated to us for the project)
The form
The game takes place inside one of the bulbs of the clitoris. The plan was therefore to exploit the round shapes but also to draw inspiration from the shape of shells and therefore snails. The goal is above all to be able to explore space at high speed with ease.
The level is built on height.
The platforms follow the curves to highlight them.
The center of the bulb has been kept clear for readability of the level.
The climb was highlighted also showing the player their objective.
Ingredients
Focusing on exploration, we established mechanics that would serve the player's entertainment and speed.
Simple and instinctive mechanics for the player
Natural gradation of difficulty in the ascent
The Ramps
Ramps help the player travel through space at high speed
They establish a clear path for the player
The ramps were first pre-programmed but the control was returned to the game for a better experience
Problematic for non-players
Automatic camera implemented to help non-players with controls
The ramps are the most present element in the level to allow speed gain
The bumpers
When we arrive on a bumper we are either thrown onto another bumper or onto a platform.
Jumps are automatic and not free (the goal being to avoid frustration for the player)



Buttons
They reveal elements in the level (bumpers, alternative path)
To activate the button, you have to move around it or "rub" it (a metaphor for female sexual pleasure)
The buttons are illuminated before being active and turn off upon activation
a gauge appears above the button to indicate the amount of movement missing for activation
The camera shows the players what has appeared in order to guide them
The clues
The goal was to establish as natural an exploration as possible without guiding the player directly.
Butterflies can be seen by the player in order to identify points of interest
a bell sound is released from the buttons to guide players in the search

Dumpers are a form of connecting different platforms at different heights
The buttons are scattered throughout the level, some are hidden, others less so.

The course
The player's journey is guided and quite instinctive but there are also alternative paths which offer unique points of view on the environment.
The main path respects the spiral established in the level
The path is easy to follow and instinctive to find
the vast majority of players found their way quickly despite the lack of instructions
Flowers are also placed to reward the player on the main path.
More contemplative than playful objective of the game



Credits and thanks
This project is based on the ideas and for the project of Laureline Chiapello
he was supervised by Pierre Tousignant, Yannick Francillette and Kevin Lavigne-Bourque
A special thank you to my team:
Indra Yang: UI and texture artist