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Unity
2025
You play as a young caterpillar in a world where the natural cycle of metamorphosis is strictly controlled by an authoritarian force: the Insect Queen. Under her reign, no one is allowed to transform without the regime's approval. Refusing to remain a prisoner of this system, you choose to rebel.
Break the chains of fate. Evolve faster. Become a butterfly.
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Narrative and beautiful 2D platformer
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Theme: Revolution
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My missions:​
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Level design: create the map of the game
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Level Art (lights/VFX)
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Sound Design​​​​
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Level design
The level design was an exciting challenge to take on. My team and I, having started on a 2D platformer, it was very important to take care of the level design, one of the central points of this type of game. I first worked on the different areas, the emotions they should make the player feel, their flow, their feeling of progression depending on when you unlock a new evolution, their number also and their size, to stay within the constraint of the very short lifespan of the game (about 10 minutes). So I made several bubble diagrams on Canva, then I moved on to the good old paper/pen technique, but without going into too much detail. The idea was to test only parts of areas on paper, to have a vision of the layout of the platforms. Then I quickly moved on to the Unity game engine, to test at the same time changes made to the character's movements, and to adjust as best as possible. I iterated a lot directly in the engine to also integrate the environments and props as best as possible.



Level Art
J'ai pris les assets d'environnement crées par notre super game artiste 2D pour habiller avec les niveaux préalablement crées en grey boxing. J'ai effectué un gros travail sur l'ambiance du jeu pour mettre en valeur les magnifiques visuels en travaillant sur la lumière et sur les VFX.
Working on the level art was very educational. I have knowledge of shaders and particle systems, but I had never used them on an entire project. So I created simple VFX that added dynamism and atmosphere to the visuals created by our 2D artist. For example, in the silk factory, threads "sparkle" in the background. For the indoor levels, dust VFX gave this dusty, confined, abandoned look.



Regarding my work on the light, I used different colors to symbolize the different elements. For example, the grappling areas are attached to a bright white/blue light coupled with a VFX, allowing us to easily understand where we can hang on with our silk thread. For the brambles, I decided to go for a red light which reflects the danger and allows to illuminate the crystals at the ends of the brambles, for us to see them better.
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I also wanted each zone, even if they use the same assets sometimes, to always be quite different and striking both in their level design (verticality, horizontality, exterior, interior) and in their atmosphere by giving them a different dominant color through the backgrounds, the VFX and different lighting effects.
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