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En est tu sur (Are you sure )

Summary

  • Presentation

  • The objective
  • What does the player do?

  • The cellphone
  • Special Thanks
  • The endings

When creating a serious game our theme was “good drug habits”.
We decided to make a game based on the choices of the player who will  choose what they consume and what they do next.
The main objective is to find all the items that the character needs in order to go to a party. Each choice of the player can change the end of the evening...

Présentaton

My role

  • Game and level design. 

  • Narrative design

  • Sound design

  • Team gestion

  • Lighting

  • helped with the level art

This project is a game prototype created as part of a 4th quarter course at the Nad school of digital arts, animation and design.

Production time: 2 weeks

Team: 9 artists, 3 programmers

La création de l'émerveillement

The objective

Raise player awareness

  • We tried to include as many good habits as possible in a natural way in order to inform the player without lecturing them.

  • We put forward small, simple actions that can greatly protect the consumer

The game had to be informative without being judgmental.

We had to promote caution without preaching consumption.

Everything is positive

  • The goal was not to demonize drugs

  • we talk about prudence rather than good or bad choices

  • We preferred not to censor the game (the names of the drugs)

  • The game tends to be as realistic as possible and in a familiar context

What does the player do?

The game takes place in the character's room just before he leaves for a party with his friends. He needs to find a few essential items before he can leave.

  • The player has a time limit before arriving late (events are triggered according to this "hourglass")

  • He has 5 objects to find

  • Everything is very colorful and the player will be able to see his environment change depending on what he has consumed (wallpaper that moves or changes color a little)

La forme
Les ingrédients

The cellphone

The cellphone provides a way to follow the narration but is also a way to make certain choices

Conversations with friends

Narrative medium but also to keep the player informed of the passage of time

  • The aim is above all to create a familiar and banal context

  • The messages come to us naturally and we can watch them or not (the player's choice)

  • Information is also included in these messages while we talk about trusted sources and consumption in a fairly standardized way.

Conversations with the "dealer"

Source of choice and important information

  • We have the choice to or not to test what we are going to buy

  • we have the choice to keep our friends informed of what we consume out of caution

The endings

Endings are determined not only by the quantity consumed but also by what was consumed

  • There are a total of 3 endings
    a good ending where we go to the party without any problems, one where we go to the party but we are sick and the last where we are sick in our room and do not go to the party

  • No excessively serious consequences but enough to make the player think

Les fins
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Remerciements

Credits ans special thanks

Suppervised By Pierre Tousignant and Yannick Francillette 
 

Special Thanks to my team:

 

Coralyn Potvin: Environment artist

Yi (Theo) Wei: Lighting artist

Lucas Metivier: Concept art and Character artist

Indra Yang: Texture and UI artist

Jason Sellors: prop and texture artists

Nicolas Gagnon-Picard: prop and texture artist

Chi Wang Lam : generalist

Alexandre Tremblay: programmer

Léa Bouchard: programmer

Guillaume Lévesque : Programmer

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