Village Project
- Game IN -
Details
Initially a simple end of 2nd year project for my group and I, this project had a history throughout our bachelor's degree. It helped us to get an internship and a first experience in the video game industry.
Summary
Genesis
At the end of our 2nd year at E-artsup, we had to dedicate ourselves to the creation of an end-of-year project. During this period, Game IN approached our school to propose an exercise in the form of a call for projects.
The group submitting the best prototype 3 months later in front of the end-of-year jury would be given the opportunity to do an internship at Game IN in order to validate the Bachelor's degree.
What is Game IN ?
Game IN is an association created in 2009 by video game professionals based in the North of France, in order to set up a structure capable of creating and maintaining a real ecosystem, and to support all private and public initiatives concerning video games in all their forms.
The objective is to implement any action to structure, animate, strengthen and promote the development of the video game industry in the North of France.
Since its creation, Game IN has been able to count on the support and attention of the territories. The Hauts-de-France Region and the European Metropolis of Lille actively contribute to the strength of the local industry.
The association also works closely with the Plaine Images incubator to offer a production follow-up program to incubated studios.
Receipt of the project
Game Concept
The project aimed to be a single player experience, playable on a web browser while having a retro 2d pixel-art style.
The game uses relatively simple controls: directional arrows to move and some additional keys. All this, with a top-down camera view.
The concept was to gamify and stage the regional video game ecosystem, its history and its games by projecting it in a retro top-down game village with some gameplay loops.
Each member of the ecosystem would be represented by an area, a building, etc. of his choice to which he would contribute.
The whole thing was to showcase the industry and its ecosystem with gameplay codes that everyone knows. This, by including everyone, namely: studios, providers, schools, partners, territories, etc.
The project's ambition was to make the association known, as well as its role and all the members who make it up.
Proposed gameplay
You play as a character in search of adventure and knowledge about the companies in the region.
The player will evolve in a GAME-IN world with the appearance of an open world, in which he will be able to wander in the region by following or not quests.
Our vision of the project
We were very keen to carry out this project in collaboration with Game IN and in order to transcribe as well as possible what the association wanted, we had long discussions with Mr. Laurent Peroy, who was then the association's general delegate. As a result of these exchanges, we were able to come up with a strong base that was relatively close to Game IN's intentions.
Having only 3 months to realize this project, we decided to set up a quest putting forward a small group of members with a mini game.
Game Designer / Programmer | Game Artist |
Abdoulaye BA | Manon DESTALMINIL |
Hugo BARBARY | Marie WALTER |
Athénais GREGORY | |
Antonin MERCIER |
What we have proposed
Featured Members
We have chosen 6 companies from the list of members to create our prototype. These companies are ;
- E-Artsup
- Accidental Queens
- Couch Game Crafter
- Nacon
- Ordi Retro
- BPF Records
From these 6 companies, we created a narrative arc with a quest system that links them together.
If we were to add more companies we would have created other story arcs that would be intertwined with the one previously created to offer a larger and more complete adventure.
Through a dialogue system, the company will be able to tell its story and the player will be able to learn more about it if he wants.
Universe
For this prototype, we wanted to highlight the region of Hauts-de-France by creating a card with the shape of this region. However, due to the short production time we had and the few members we were going to represent, we only used the upper part of this region.
Hub
Represented by a square, the Hub will include:
- The Game IN building acts as a "credit", where you can see all the members and those who are no longer part of it.
- A store to customize your avatar (Quest rewards will enhance the customization possibilities).
- A Tavern-like building, which could eventually become a multiplayer meeting place where players can chat with each other and with companies. (Companies will have personal accounts assigned to them).
City
They will group a few members together and feature them in quests that allow players to discover them.
Area
Customized locations for each company outside the city where the player can learn more about them.
Gameplay of the prototype
Our jury, composed of several members of the Game In board of directors, liked this project so much that our group was selected to continue this project during our 3rd year as an internship within the association.
Start of our internship
We resumed the production of this project at the beginning of our internship, in October 2021. This last one was composed of 88 days in company (alternating with our days of course) what gave us until mid-May 2022 to be able to improve our prototype.
During this internship, we mainly worked on the redesign of our bases by purifying the codes that we had created during the prototype in order to obtain solid bases for the continuation of the internship.
Under the supervision of Mrs. Sophie MALEVAL, project manager at Game IN, this internship was also an opportunity to learn how to carry out a production in a company, using a project management methodology, the "agile method".
For the sake of the project, we exchanged with Game IN to have 2 more Game Artists for the design of our assets, which modified the initial composition of our group.
Game Designer / Programmer | Game Artist |
Abdoulaye BA | Manon DESTALMINIL |
Athénais GREGORY | Cloé FURCHET |
Antonin MERCIER | Marie ROGER |
Marie WALTER |
Agile Method
What is the agile method ?
The objective of the agile method is to plan the setting of short-term objectives. Contrary to the traditional method which foresees the total planning of the project even before the development phase. The project is thus fragmented into several sub-parts, which the development teams in charge of it must achieve progressively, adjusting the objectives if necessary to meet the customer's expectations as much as possible.
The objectives are thus to be achieved during a period called "sprint". Each sprint has the objective of closing a brick of the project.
How did we use it ?
Estimation of tasks
The beginning of our internship was marked by these estimates. Using the skills we had, we estimated the time it would take to complete each production task.
We then classified all these estimates in a "backlog" by noting the order of priority of the task as well as its development time (corresponding to our estimation time X 1.5).
Task Tracking
To follow the evolution of our tasks, we used "Trello" which allowed us to have a visual on which task was in progress and who was in charge of its realization. Our "Trello" was regularly updated by our project manager who ensured that the project was running smoothly.
The Sprints
Once the tasks were estimated, we were able to focus on the production by using "sprints" to ensure a continuous production. Our sprints consisted of 2 weeks of production, with the need to have a playable build at the end of the 2 weeks to see the evolution of the project and the points to improve.
The Meetings
For the good progress of the project, we had set up two types of Meetings :
- The "Daily Meeting" that we did every morning in order to know what everyone had done the day before and to assign the tasks that will be done during the day.
- The "Weekly Meeting" which was done every Friday night, in order to coordinate with our Game Artist so that they could know what assets we needed for the following week.
Interviews
In order to best represent the members in our production, we set up interviews with each member to give them the opportunity to be represented as they wished.
During our interviews we were mainly looking for some information, in order to help us to integrate them as well as possible.
The information we were looking for was :
- Their activity(ies)
- Partners / Founders
- Their flagship work(s)
- Their intentions / valuers
- Their Report to Game In
- How did they want to be represented in the game?
- A story or stories that link them to Game IN or another member
Each interview led us to meet multiple people, all different from each other, but also to realize that several companies had similar stories.
New Features
Once we had a method and a rhythm of work in place, and after reviewing our old codes to have a solid base, we were able to launch into the production of new features to improve the experience that the project could offer.
Immersive dialogue
Dialogues were very important in our project, however, due to lack of time during the production of the prototype, we had to skip perfecting this feature by just having quest dialogues.
My task was to remedy this by developing a functional dialogue system that would include questions about the npj as well as quest-related questions.
We wanted to make the dialogue system as inclusive as possible, in particular by adding the possibility to choose your gender when creating your avatar (Male / Female / Non-Binary). So my goal was to have dialogs using the player's avatar name, but tuning the dialogs about the player, depending on the gender entered.
Information boards
The information boards were located in each member's building and were used to gather information about the member in question. These boards were there to break the fourth wall and to learn more about the members.
Quests
The quests were our gameplay loops. We made sure that we had a story that was specific to the group of members in the quest, using the stories we collected during our interviews and adding a mini-game for each quest to keep the project fun.
We developed each quest together, in order to have a logical path and to have a fun quest to do.
Final gameplay
At the end of our internship, our lack of time and experience failed us again. We were forced to cut some features and quests, in order to have a playable and bug-free final version.
Our adventure within this project was perhaps finished for us, but Game IN having strongly liked what the project had become, the association decided to continue to make this project live by helping other young students in their last year by offering them an internship to allow them to validate their diploma and by integrating them into the village project on which they will have to work during their internship.
Although the final version we turned in only included one quest and was far from all the ambitions we had at the beginning, we managed to produce a playable version that we were all proud of.
My internship report
In order to validate our diploma, we had to write and submit to our school an internship report following this professional experience.
Here is the report that I made, detailing my involvement in this project during this internship:
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