Design Lead | Level Designer
Journey through a distorted puppet theatre held together by the fragile mind of a grieving puppet master. Take the stage as Viviette—a music box ballerina who's mysteriously free from the puppet master's control.
Danger looms around every corner, filling the workshop, backstage, and stage of this theatre with perilous threats. With only a needle and thread by your side, you must swing, climb, and manipulate objects to progress, all while evading twisted and terrifying puppets along the way. Follow the guidance of a mysterious spirit to uncover fragmented memories from the past, revealing more about the one pulling the strings.
Fantasmagorie full gameplay video:
As part of the preproduction phase, we created 2D maps and translated them into 3D using Blender. A small group of us (an artist, a few designers, and a programmer) sat together around one computer and using our character model, “played” through the 2D map by creating it in 3D using Blender geometry. This process allowed us to iterate on the 2D drawing quickly. We could see where areas felt awkwardly sized, or scrap and recreate entire sections.
To make sure programmers, artists, level designers, and our cinematography owner were on the same page, we created a few storyboards covering important moments from each level and how they connect to each other. Doing this helped everyone to visualize what we needed to create. As we began implementing some of the artists work, I worked with our camera man to create a camera specific storyboard, which highlighted the specific angles and movements needed for our spline-based camera system.
Playtest sessions and feedback showed that the scale of our levels were far too large for our player character. We spent a week or so working closely to scale our levels down to an appropriate size, while still maintaining the environment aesthetic and mood we wanted. After the levels were resized, we had cut back on a lot of unused space and rest areas in between “moments” that felt too long.