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My role: game and level designer, UX/UI designer, graphic designer, programmer, model construction

Content created: a hot air balloon as a controller (makey makey) and the associated game including 3 levels

Software used: Unity 2D, Illustrator, Git Kraken, Gslide, GSheet

Year: 2019 

Virevolte
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Virevolte is a game that uses the codes of the platformer designed for the makey makey controller that we created: an interactive hot air balloon model.

 

I worked on this project with another game design student and a sound design student.

Working conditions

Group project (2 game design students, 1 sound design student) lasting about two months. The sound designer took care of all the sound for the people, while my friend and I took care of everything else: game design, level design, UI/UX design, programming, design and production of the model). I also took care of the graphics. Having managed to be efficient in our work and to divide the tasks well, we were able to have time to do a little polish on it, to our great pleasure.

 

Our project

In Virevolte, you play as a young aeronaut who found the baby of the Moon in his garden and decides to take off in a hot air balloon to bring it back to its mother. This game was designed with its unique controller in mind. The concept is relatively simple: you manipulate the model to control your virtual hot air balloon and make it progress through the levels. Although childish in its graphics and theme, the challenge is actually very real because it is essentially the controller.

 

The controls are as follows:

  • press the bellows to rekindle the flame (an LED lights up) and make the balloon rise,

  • pull the valve rope to go down,

  • place one or two weight bags to the right or left of the basket to go from one side or the other more or less quickly,

  • lower a cannon to fire in the associated direction,

  • Hold your hands on the ball for 3 seconds to heal it.

Jury's opinion

We received extremely positive feedback from both professionals (Ubisoft, Nintendo, Novaquark) and our teachers. The most common comments were: "you get into the game quickly - good signs and feedback - good difficulty curve/good balance - beautiful graphic assets - beautiful and solid controller - personal and warm universe - quality execution/polish"

The team

Game design & programming: Pauline DELCROIX, Margot PELLOQUET

Game art: Pauline DELCROIX

Music & sound design: Achille MURAT

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Pauline Delcroix

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