

LIVING
Overview
Platform :
PC
Engine :
Unity
Language :
English
Team size :
1
Role :
Game Designer, Level Designer, Programming, VFX & Art
GENRE :
2D Platformer
PITCH :
Living is a charming adventure game where you play as Leafy, a brave little leaf on a journey through the four seasons to reach the big tree and start a new circle of life.
Along the way, you'll encounter various obstacles and friends of the forest.
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Join Leafy on this unforgettable adventure and discover the secrets of the forest !
Objectives
For this personal project, my objectives were to apply and utilize the knowledge I acquired throughout the year. I aimed to enhance my skills within Unity by creating a 2D game. This project allowed me to explore various aspects of game development on my own and improve rapidly.
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So I decided to do a whole game alone.
What I decided to do
In this case, my main focus for the project was programming, which I consider my top priority and the aspect I enjoy the most. To successfully meet this challenge, I implemented simple game mechanics that are closely related to the theme of the game.
To bring diversity and variety, I designed four short levels, each representing a different season.
Each season possesses its unique essence, capturing the distinct characteristics of :
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- Spring : this level embodies the revival and blooming of nature, showcasing vibrant colors and fresh growth.


- Summer : here, the game captures the warmth and vitality of the summer season, incorporating elements like sunny landscapes and activities associated with this time of year.
- Autumn : this level embraces the rich hues of fall, featuring falling leaves, cozy ambiance, centered around change.


- Winter : the final level showcases the serenity and tranquility of winter, with elements such as snow, icy landscapes, and challenges that encompass the essence of this season.
By incorporating these four seasons into the game, I aimed to provide players with an immersive and engaging experience that allows them to explore and appreciate the unique characteristics of each season.

WALKTHROUGH

ROLE
Game Design
To ensure a memorable gameplay experience, I implemented distinct mechanics for each season that directly correspond to the game's theme. Additionally, I incorporated a system of bonuses and penalties, tailored specifically to each season's mechanics and challenges.
Moreover, the inclusion of friendly characters adds depth and interaction to the game, enhancing the overall player experience.
One crucial aspect that greatly contributed to the game was the implementation of a 3C camera system. This camera setup provided optimal visibility and perspective, allowing players to navigate through the game world with ease.
Furthermore, I prioritized intuitive controls to ensure a smooth and enjoyable gameplay experience. By keeping the controls simple and responsive, players could easily engage with the game mechanics and focus on their objectives.
Level Design
Taking inspiration from games like Ori and the Blind Forest, my project aimed to create an engaging gameplay experience.
However, unlike Ori and the Blind Forest, which emphasized verticality, my focus was on designing levels with different challenges that would captivate players.
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The main challenge I encountered was to create level designs that were not only visually interesting but also provided compelling gameplay. By carefully crafting each level, I aimed to strike a balance between aesthetic appeal and engaging mechanics, ensuring that players would find the gameplay experience both visually stunning and intellectually stimulating.
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Programming
The camera system in my project was designed to provide a cinematic experience, drawing inspiration from games like Ori and the Blind Forest. The camera movements and angles were carefully crafted to enhance the gameplay mechanics and create a visually immersive journey for players.
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To ensure efficiency and maintain a streamlined development process, I focused on creating reusable code. By modularizing and optimizing the codebase, I could easily implement and adapt various features and mechanics throughout the game, saving time and effort.
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In addition, I utilized parallax scrolling techniques to enhance the visual depth and create a sense of perspective in the game. By incorporating multiple layers of artwork that moved at different speeds, to create more immersion to the game world.
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Art





To create a diverse visual experience, I utilized sprite sheets and leveraged cutting-edge tools to manipulate and arrange the sprites. This approach allowed me to achieve a wide range of variations and reuse assets effectively throughout the game.
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Crafting a visually captivating parallax with a diverse color palette to ingeniously enhance depth, employing elements directly extracted from the game, such as trees.


I strived to create a memorable character that players could connect with.
By designing a distinctive and likable protagonist, I aimed to forge an emotional bond between the player and the game, thereby enhancing the overall immersion and enjoyment.
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VFX
Implementing visual effects for each season was a relatively straightforward task.
I incorporated particle systems to represent the distinctive elements of each season, such as leaves for fall, snow for winter, fire for summer, and a "wind" effect for spring.
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By utilizing particle systems, I was able to bring these seasonal elements to life, adding dynamic and immersive visual effects to the game.
The particles elegantly conveyed the essence of each season, creating a visually appealing and captivating atmosphere for players to enjoy.
