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Game Design
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Technical GD
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Narrative Design

Characters

The second big production point for us was the characters creation. Each character had to have his own identity which was to be felt both in his physical and psychological traits and in the series of games he offered to the player.

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For the main character, we decided to be blurry in his characteristics to increase the player / character bond. We just know she's a little girl, a new one to this school, fighting to bring down the authority of bullies.

QA testing

Finally, my second role in the Macro team was to ensure the viability and comprehension of each mini-game. Being all Game Designers, we had to be versatile and adapt to each of the tasks entrusted to us, both in the Macro organization and in the Micro execution of the mini-games.

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Considering the large number of people working on the project, an organization and separation into poles was decided. A Macro team was then created, responsible for the organization of the game in its global structure.

A few designers were assigned to the different poles (GD, GA, Narration, QA, Producing, technical assistance, etc.).

In the Narration division we were 4 to decide on the theme and the Lore of the game.

In the QA division (active at the end of production), there were about ten of us to ensure the understanding and technical success of the 84 mini-games offered and the stability of the Macro structure.

Lore

Our main intentions were to keep that lightness and wacky humor of WarioWare games while adapting it to create our own story, while remaining very accessible.

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Our job as Narrative designer was to create an environment suitable for humor and absurdity. The mix between the schoolyard, the band of bullies who is fighting through games (references to card duels and certain shonens) and the little new one that places herself as an avenger and defender of the weaks creates a universe slight and a mismatch between the intensity of the conflict and the playground games.

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