Introduction
During our third year at SAE Geneva, we had to produce a vertical slice of a game over a six-month production period, in collaboration with the Game Art and Audio Engineering departments.
The project started with a pitch phase in teams of three. My team proposed Ruby and the Lost Crystals, a game inspired by Zelda, with a wholesome approach and spell-based shooting mechanics.
Elevator Pitch
In a fantastical world scattered with ruins, Ruby and her mysterious companion Sapphire must work in synergy to move forward, with the sole mission of restoring the scattered crystals. To achieve this, Ruby is able to perform physical interactions, while Sapphire can shoot projectiles with various behaviors. Ruby and the Lost Crystals is a game that blends exploration, puzzle-solving, and shooting phases.
📽️ See the Creative Vision slides
Team
Games Programming Team:
- Remy Lambert: Product Owner, Co Leader-Manager, Game & Level Designer, Programmer, Art Integration and Lightning.
- Olivier Pachoud: Co Leader-Manager, Lead Programmer, Graphics Programmer, Art and Audio Integration.
- Constantin Verine: Programmer & Audio Integration.
Game Art Team:
- Isabelle Borcard: Lead Game Art, Character Artist.
- Eliot Depres: Assets and Level Art.
Audio Team:
- Samuel Rochat: Lead Audio and Wwise Integrator.
Special Thanks
- Diana Vadi: 2D Artist, Assets Artist.
- Bryan Mettraux Ramirez: Content Creator, Teaser.
Contributors:
- Pitch: Melissa Beguin, Armand Laupelletiers.
- Programming: Alexis Haldy.
- Art: Mélissa Houriet, Samuel Blanc.
- Audio: Johan Walder, Yannis von Will, Killian Rossier, Luca Prati, Arber haxidema, Louise Durmaz, Dylan Fracheboud.
🌿 Preview ✨
Project Evolution
Following the Miro board I made at the beginning of the project, we developed the game following these steps:
- Gameplay Prototype
- Proof of Concept
- Two prototypes, each with two months of development and a specific focus
- The Vertical Slice
Learning
- Unreal Engine Blueprint development
- Perforce workflow
- Team management and Agile methodology
- Level and game design
- Pitching, defending the project vision, and writing design documents
- Unreal tools such as the Landscape and Modeling tools
- Working in collaboration
- Prototyping to polish in a larger-scale project
Read More
my blogpost about the FTUE creation
my blogpost about Ruby Animations
Game Design Document
Thank you
