Tag Archives: Scripting

Tara Duncan (2011)

Lead Game Designer | Novembre 2010 – Avril 2011 |  Feerik, France
Responsabilities : GDD, Game Balance, Weekly content, Team management, monetization, Level Design
Players count : 400K+
To see directly my work samples on Tara Duncan, click here
(currently in French only).

Overview

Tara Duncan is an adventure game for browser and facebook based on bestselling novels and cartoon of the same name. The game was developped since November 2010 and released in April 2011.

Synopsis

Tara Duncan is a teenager who discovers by chance that she possesses magical powers. After many explanations with her grandmother, she soon teams up with her friends Fabrice and Sparrow and becomes a Spellbinder in charge of stopping Darkness Master Magister from the Otherworld planet. While the books explore Tara’s adventures on Otherworld, the game focuses on a new team of Spellbinders called “Team Alpha”, asked to clean the Earth of “Semchanachs” (corrupted Spellbinders). As a member of this team, player will share their time between exploration, fight and chilling !

Key features :

  • Game based on Tara Duncan licence
  • Create the perfect spellbinder
  • Deep pets system
  • Construction system where the player develops his originally little chamber into an huge mansion.

Gameplay :

  • Adapting a famous licence :Tara Duncan is originally a bestselling novels before being adapted into a cartoon by Monscoop (broadcasted by  French TV channels M6,W9 and Disney Channel). When we started development, one of our directives was to create something able to please both books and cartoons fans, Thanks to our direct collaboration with the author, M6 Web and Moonscoop, we were able to achieve results at the crossroads of each medium while keeping our own identity.
      •  All the exploration part, including backgrounds, spells or bestiary, is mainly based on books.

      • The customization part (clothes, pets design, furniture) takes inspiration from the cartoon.

    •  Storyline is unique to the game while books characters are NPC guiding players through the quests.

It resulted in a great synergy between each medium, with some of our ideas directly used in the books and fans looking for details about Otherworld universe in the game.

  • Mix of gender : With different market target between the books and the cartoon (Young adults on one side, 12 years old girls on the other), one of our main directives was to create a game able to gather all kind of Tara Duncan’s fans.
    • Health and Energy bars are merged in order to avoid the frustration of game over, even though the game keeps some negative feedbacks (loss of energy when hit by an enemy, damage animations…)
    • Each NPC has his own kind of quests (one is devoted to fights, the other to pets quests…) with their own storyline, so the player can choose in which way he wants to play. Explorers will go through dungeons while socializers will upgrade their houses and visit each other’s house.
    • Different kinds of leaderboards and contests which emphasize every styles of play.
    • We put a big focus on personalization. Players can custom almost everything from their look to their houses.
  • Adventure : Even if the game was mainly designed for Tara Duncan’s fans, we did create a world full of secrets and challenges able to please seasoned gamers. We designed the game like a toybox where players always have something to discover adapted to their skills, such as :
    • Generated Content
    • Craft System
    • World map and warp zones
  • Building : Each player of the game has his own private space. Starting with a little chamber, they can upgrade it with gold, working permits, and help from their friends. Houses are acting like HUB for friends interactions (gift, visiting friend’s house), pets (a room is dedicated to pets which have to be fed, trained and entertained) and achievements.

Work samples

Info : Dungeon AbbayePitch doc describing “Abbaye” dungeon to the team.
Software : Word, Indesign, yED, Illustrator
Format : PDF (french)
Info : Dungeon Abbaye – Variety matrix showing players skills asked for the dungeon.
Software : Illustrator
Format : PNG (french)
Info : Dungeon Abbaye – Level structure of the dungeon serving as source for the art team. 
Software : Illustrator
Format : PDF (french)

Info : Donjon Abbaye – Sample Abbaye’s maps

Concept Art : M.Sancho, S.Trousselier, M.Chabbert
Format : JPEG 
Info : GD-lite explaining the “Generated Content” game mode to the team.
Software : Word, yED, inDesign
Format : PDF (french)
Info : Gameplay loop of Pets health
Software : yED
Format : PNG (french)
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MMXII (2009)

Game Designer | July 2009 – December 2010 |  Feerik, France
Responsabilities : GDD, Rational Design, Defining world settings, Prototyping, Playtest, Scripting, Content creation, External artists management.
To see directly my work samples on MMXII, click here
(currently in French only)

Overview

MMXII was the first project I worked on at Feerik. MMXII was meant to be a browser based survival-horror but It was cancelled during the beta phase.

Synopsis

MMXII takes place in a post-apocalyptic world where almost all the human race got annihilated a century ago by an unknown disaster. Since then, atmosphere is covered by ashes and what remains of humanity lives in the shadow. Shattered by plague, clans wars and famine, they must face theue history’s biggest threat  : “Them”, unknown creatures with strength of a beast and human’s mind. “Them” are the next echelon in the food chain and it’s only a matter of years until they completely annihilate human race.

In MMXII, players incarnate humans granted with reincarnation’s gift. The more they survive in their city, the more they get Karma Points, required to travel along the world in order to reach humanity’s last hope : South Pole, the only place in Earth without ashes and without “Them”.

How do the player survive? By any means necessary! Friendship, Betrayal or teaming up with “Them”, only one thing is certain : death is inevitable.

Features

  • Surviving as a city : The game takes place in randomly generated areas where humans are gathered into cities of 30 to 40 players (an area can have multiple cities). They must collect resources, like water or food, organize outside raids, and protect their city from “Them”’s assaults. Many jobs are available: Mayor (elected by players, decides supplies and city’s tactics), Messenger (can communicate with other cities), Sentinel (high perception of danger) and Engineer (specialized in weapons constructions). A strong city means more karma points and higher odds of surviving.
  • Surviving as a human : Each player has his own avatar who allows him to interact with the world. While being able to freely explore the area’s map, characters are restrained by health, hunger and paranoia systems. Every decision has his own importance, asking players to react dynamically to each new event.
  • « Them » : Players must fight against weather, famine and others players, but their biggest threat is “Them” : Roaming freely around the world, they’re constantly hunting humans brave enough to leave their city. Each of “Them” has his own patterns (acting alone, group hunting, lazy) and they’re more than savage animals : “Them”, instead of killing players, can blackmail with a challenge in exchange of their lives : find a special object, kill a certain player or betray his own city. Their intelligence is only matched by their cruelty; Unavoidable, ridiculously strong, killing one of them brings food, karma points, objects and glory to the city. But everything in MMXII has a price : the more you kill “Them”, the more they come the very next day.
  • Death and karma : Death is something permanent and unavoidable in MMXII. It can be “Them”, it can beplayer killing, malnutrition, poisoning, paranoia or just bad luck, but there is no way to escape it. But even if death strips the character from his stuff, job and position, we designed it as a rewarding mechanism. Depending of his adventure, player is awarded permanent skills, powerful stuff for the next party and karma points, allowing him to discover new areas and see the progression of his story. Karma Points don’t favor any player behavior : you can be a player killer or a traitor, and still be successful. In MMXII, the most important thing is to survive, at any cost.


Work samples

Info : GD-lite doc created for the team about the “Blackmail” game mechanism.
Software : Excel, Indesign, yED
Concept Art : Mathieu Rebuffat
Format : PDF
Info : Skills list of each player’s jobs created for the prog team.
Software : Excel
Format : PDF