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Eject/On, or Ejection is a digital toy designed during my studies of Game Design at ICAN Paris. The constraint here was to create a toy core, that is to say a game system that does not impose extrinsic objectives to the players but that allows them to manipulate a main game mechanic, and thus to experiment.

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In Eject/On, players will embody an omniscient entity that will be able to orbit the game environment and manipulate the elements scattered around it with the mouse pointer. This mode of control, inspired by that of god games, allows us to provide a multitude of interesting approaches to the player in his interactions with our system.

It is the latter that will bring tension to the game experience by saturating the game space with AI entities with which the player will interact indirectly by manipulating the objects in the environment (trees, rocks...). The entities will appear on the periphery of the island and all seek to reach the top.

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It is through these manipulations that players will be able to desaturate the game environment from the presence of entities by successfully ejecting them, or experiment with managing the flow of enemies by obstructing their route to the top. The topology of the game space has been designed to allow the player to experiment with these physical and artificial intelligence behaviors.

When an object/entity falls off the island it enters orbit around the island, providing satisfying feedback to the player of the interactions they have had during their game session and the resulting chaos in the system. But this orbit will also allow the player to never run out of objects to manipulate, forming a real physical pool in which he can continually retrieve them.

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My work on this project: 
 

  • Design of game systems and mechanics​

  • Gameplay testing and tuning

  • Documentation

  • Level Design

  • Art direction

  • 3D Modelling/texturing

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