top of page

OBSIDIENNE is a FPS/platformer with a hard focus on speedrunning behaviours. OBSIDIENNE was developed during our graduation year at ICAN Paris.

titlescreen.png

In Obsidienne the player will explore a mysterious complex as a runner capable of slicing level design elements by shooting a blade-shaped projectile. This gameplay mechanic coupled with advanced movement interactions allows us to provide players with a number of levels that he will have to complete as fast as possible.

IG.jpg

Time is a central piece of Obsidienne. As on the picture above it first appears as a white bar at the top of the U.I. representing the time left to the player to complete each level. It is also shown at the bottom left of the screen with a timer giving the time from the start to the end of the level.

This completion time will be compared at the end of each level to grant an "A, B or C" grade depending of the player's performance.

It will also be saved in a leaderboard displayed at the end of the level, ranked amongst the other saved times.
 

score.jpg

The competitive aspect coming from these rankings and leaderboards allows us to bring another layer of interest and replayability to our game experience. The player will have to master our game mechanics and situations to hope beating other players times. 

 

mapVerticalS_3.jpg

While for our prototype we focused on designing levels that we considered to be vital to prove the viability and interest of our project, we designed and rationalised the progression structure of the finished game in advance.

The levels will be presented to the player via a selection screen, a concept of which can be found above. This 'map' will be divided into sectors consisting of a finite number of levels. Each sector will allow us to focus on a specific visual theme, game mechanics and ingredients.

​

Upon unlocking a sector the player will only have access to the first level in which he will be introduced to the gameplay elements highlighted in the sector. Once this first level is completed all other levels in the sector are unlocked.

The last level of each sector will represent the "master level" which will validate upon completion the player's mastery of the gameplay elements covered during the sector. Validating all the levels of a sector will unlock access to the first level of the following sector.

​

The game finished first of the projects presented at the 3rd year Game Design 2020 defense at ICAN Paris.

We also had the opportunity to present the project on stream during the "Games Made in France" Preshow event the 25th of October 2020 on Twitch. The event website.

​

The project's itch.io page on which you can download our prototype build.

The project's Studio Ican page.

​

My work on this project: 

​

  • Game Design 

    • Original concept

    • Design and rationalization of game mechanics

    • Design and rationalization of game systems

    • Documentation

  • Graphic Conception

    • In-game UI design

    • Particles FX production

  • 3D Conception

    • Game ingredient asset production

    • Texture production

  • Programming

    • Game ingredient scripting

​

Below the game's trailer followed by the replay of our passage "Games Made in France" stream event (in French):

​

 

bottom of page