Candy Hunt

CANDY HUNT

PITCH

You are the candy king!
Pastries have stolen your people's treasures.
You must get it back!

 

Discover the lands of wasted cakes or the cloudly candy floss city. While exploring, find abilities that will help you find the stolen treasures.

2020

MEET THE TEAM !

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Martin PEREZ

Technical Designer

Assistant Producer

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Théo FARNOLE

Technical Designer

QA

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Jeffry DE OLIVEIRA

Producer

Game Designer

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Dorian VENTURA

Level Designer

Level Builder

Assistant Level Artist

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Kathia LEBON

Artistic Director

Concept Artist

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Anaïs PETIT

Character Artist

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Quentin FONTANEL

Environment Artist

Mathilde LAPLACE

3D Generalist

VFX

Candy Hunt

ABOUT THE PROTOTYPE

Candy Hunt is metroid vania made in 12 days in a team of 8 students.

Special thanks to Robin Blanc and  Flavien Caston that gave us the original package that helped us to develop the controller character.

Candy Hunt

LET'S PLAY

MY PROCESS OF REALIZATION

FOR CANDY HUNT

- LD PART -

SETTING UP METRICS FOR MECHANICS

SETTING UP LD's INTENTIONS

DIVIDE THE PLAY AREA FOR EACH INTENTION

VALIDATION

LAYOUT

BLOCKOUT

TESTS

Iterations / validation

INVALID

Iterations / validation

This game was my first experience with the metroid vania genre. I took the opportunity to apply a different design methodology than I usually apply with an important phase of iterations.

An LD where each space had to be designed to allow multy path progression since the player can unlock the abilities in any order he wants.

The principal intention of the LD is to make feel a reduced freedom of movement at the beginning of the game, so that powers get major importance on the progression of the player. Basically make this progress tangible by the feeling of power but also thanks to the inputs that are unlocked.

- BUILDING PART -

FROM VALIDATED 

BLOCKOUT

SETTING UP THE MOOD & ARTISTIC INTENTIONS

IMPLEMENTATION

TESTS

Iterations / validation

DEFINE FINAL MODULES SIZE FOR THE ARTISTS 

Iterations / validation

VALIDATION

INVALID

The implementation part is one of my particularities on each project. I want to keep a relationship with the artists and thanks to that I can better understand their constraints and better make those of the designers heard.

In addition to developing my artistic visualization in the design of a level it allows me to create something coherent as well for the gameplay as for the visual.

I think that designing a level without paying attention to the visuals that the player will be confronted with can lack consistency in the work of a team or even on an entire project in a studio. This is why we now find Level Architects in studios around the world such as Arkanne Studio.

- PRODUCTION EXEMPLE -

©2020 par Dorian VENTURA.