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ROBIN SEIGNOLLES
Game designer
JIVANA
Platform : PC
OVERVIEW
Camera : 3rd person
Team size : 11 (25 with externs)
Period : October 2020 - July 2021
Rôles : Vision owner / Game designer
Genre : Adventure - Platforming
The project
Jivana is my graduation project for my 5th year at Rubika Supinfogame. It's a 3D Adventure/Platforming game in which you embody Aelis, the pathfinder of a community forced to leave its home land after the sudden emergence of a devastating cataclysm.
Thanks to her ability to manipulate water, she's able to shape nature and find a way to open the path to her community.
The game is supported by a strong narration, telling the story of uprooted people who have a long journey before them to find a place to live.
Game design
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Keeping the creative vision
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Communication with the different poles
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Controller design/tweaking
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Core systems design
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Narration and storytelling
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Documentation
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Signs & feedback
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Accessibility features
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Responsible for the design pole
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Scripting
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Level scripting
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Timelines
MY TASKS
The team
Programmers​
Game designers
Game artists
MORE INFORMATION
The water manipulation
The game relies on the ability of Aelis to manipulate water. To transcribe the fantasy around that power, we've decided to design 2 ways of using it :
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Plants growing : Aelis can target a bud and make it grow in the direction she wants. There are 3 different ways for a bud to grow (platform plant/bumper plant/explosive plant).
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Water controller : Aelis can stand at the surface of water. She can surf (faster movement), charge a special jump or ride on waterfalls.
Narrative intention
Jivana is strongly driven by its narration, telling the prophetic story of Aelis guiding her people to a sacred Cathedral that would save them from the devastating cataclysm they're running away from.
My work was to depict the tensions that would appear between people in such a situation.
To do so, I used different means, from dialogs to cinematics. To enhance the experience, we've also decided to add voice acting, both in French (original version of the game) and English (translated).
Narrative flexibility
Narration has been strongly affected by production issues. As Jivana is my graduation project, we had to adapt the scope of our vertical slice frequently, which led to major changes in the narration I had to adapt to.
To prevent inconsistencies due to scope cuts, we've designed the vertical slice in a way that the main plot could still be understandable even with major cuts.
As my role was to lead the creative vision of the project, this task was important to keep our intentions intact, regardless of the scope. It encouraged me to always have a step ahead and think of many ways to tell our story.
Leading the creative vision
As game/narrative designer & "vision owner" on this story driven game, it was a real challenge for me to keep the whole experience consistent and give a clear vision to the team.
With an 11 people core team, and about 10+ externs (8 voice actors, 2 composers and 1 sound designer), I had to be as explicit as possible whether it be through documentation or communication.
This role gave me a lot of creative responsibilities, and opportunities such as directing voice acting recordings and retakes with professional actors.
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