
Artesia
Artesia was the project I worked on during my end-of-study placement. I was able to work with the company 'La Ruche', a team that was neither specialised in nor familiar with the world of video games. I had to go back to the basics of their initial projects and their initial intentions. From there, I had to create a complete GDD, making sure not to alter their basic project. I took care of all the game design, leaving aside a lot of the level design due to lack of time. I did, however, produce a block of a port, which I used as a tutorial level in order to have an initial prototype.

Artesia Pre Alpha
GAME PITCH
Artesia is a contemplative narrative game with a 3ᵉ person isometric view where you play as an anthropomorphic deer. The pace of the game is slow, but the time mechanics help to counterbalance this. The aim of the game is to reach the galactic colloquium within the allotted time. To do this, players will have to make friends with a number of NPCs as they travel around the various planets until they finally arrive at their destination. Choices and opportunities for dialogue will have an impact on the paths taken. Along the way, you'll encounter a number of puzzles and enemies. The player will have to solve them by analysing and testing the possibilities.
To see dialogue and route opportunities, the player can use sensory mechanics such as sight and hearing to see the invisible, such as hidden paths and objects.
They will also be able to hear the heartbeat of NPCs to try and sense their different states (stress / lie / calm ...). In order to repair their mistakes, players will be able to go back in time for a short time. This power is recharged by collecting items in the levels, and also by successfully completing certain dialogues, linked to the player's mental gauge. Battles are represented in the form of a card game, with eight skills that distinguish between the confrontation and conversation phases. However, the synergy system means that each skill is linked to the others, requiring a great deal of thought when choosing them.