The intentions here were to create a total freedom to the player in his interactions with the environment. This freedom allows him to approach obstacles in a very personal way. The main design challenge was to set up fun and diverse situations to create this feeling of freedom, without neglecting the chill and accessible aspect of the experience in terms of approach and difficulty.
Level Design
As a co-level designer, we had to create free environments conducive to player experimentation. These levels must offer original and varied game situations serving these intentions of Chilness and freedom, using the enlarging / shrinking mechanics in an ingenious way. This "sandbox" aspect leads the player to experiment induces an open and permissive level design.
First level of the game, very linear, it serves as a tutorial. The purpose here is to discover all the mechanics and allow him to experiment with the environment.
The second level is a more concrete example of the level design intentions that we wanted to convey. We then have an open space free to explore, offering several game situations. The objectives lead the player through the map but he is free to travel and evolve there in the way he wants.
Gaming situations
State of objects
All objects can be enlarged or shrunk. Objects have 3 potential states: light and handy, medium and portable, heavy and non-portable.
Versatility and adaptation
In addition to the roles of GD / Narrative designer / Author, the needs of the game required sound design. Although a neophyte in the matter at the beginning of the project, I took on this role, thus doubling the character of Marc and creating the different sounds of the game.
Finally, at the end of production, I also took care of debugging and playtesting in order to improve the gaming experience to the end.