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(http://studio-ican.fr/on-memory-lane-game-design-03/#more-2763)

On Memory Lane is an annual project made at ICAN. In this game, players can manipulated a flux of paper sheets. This allows them to reveal invisible items in the scene in which they are playing.

 

The team:

ROBERT Mégane: Art Director

BALLANGER Clément: Graphic Designer, Level Designer , Narrative Designer

SAUTTEL Arthur: Sound Designer, Level Designer

DE BERNARDY Ulysse: Level Designer, Narrative Designer

SUTTER Quentin: Programmer

AGOUMBA Mallory: Team Manager, Lead Level Game Designer

On this project, I mainly took care about the main decisions that would drive the future of game. I've also managed the team, in terms of organization (deadlines for instance) and in terms of human matters (debates, coworkers fears). I've written a big part of the game design document and helped a bit in the programming.

Conception Process :

The main intention that has driven us during the production of the game is that we wanted to give they player the possibility to control a flux. We wanted the player to control that flux indirectly and to use tools to drive that flux. So we first developed that flux control and then we wondered what the player could so with that flux. With many researches we found this concept of revelation, where the a flux of papers would cover invisible items in the environment. Once this decision taken we wanted to create a story-driven game and give a narrative sens to the actions of the player.

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