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afterward

First place in our final year jury : with congratulations

The game

Afterward is a top-down tactical oriented Action-RPG made on Unity 5 for PC where the avatar fights by projecting solid and persistent elements on the battlefield. 

 

The game takes place in the future very long time after an apocalypse that submersed the most part of the Earth. Long after this disaster, Humans returned to a Tribal way of Life. The player embodies a female shaman called "Shavone" who survived from the apocalypse and is not dead yet : She has knowledges of technology and is considered as a semi-god by the tribals. Her goal is to explore newly emerged lands. To do so, she uses her distorsions the solid elements she can project on the floor which deals damages and repel enemies. She can also recall her distorsion in order to get her energy back.

I am the Level Designer of Afterward but I also suport the Game Design pole to give some advices during the production. I also wrote some documents for the preproduction phase of our game more especially focused on 3Cs and the Character States. I took care of playtests sessions, documents and reports. 

My main work was to design puzzles, exploration zones, combat arenas and to build them on Unity 5. 

 

The camera has been a great challenge for me because I was always focused on the staging and the setting of Afterward. It was also very interesting to work with graphists for the map because of our original universe, we needed to have very great maps ! We finished first in our graduation project jury with 17 ! With the congratulations of the jury. We currently have 45 minutes of gameplay on several and distincts environments. 

 

Pitch & Universe

Intentions & Gameplay

My role

The core gameplay of Afterward is centered on distortions. They have four main uses. First, they deal damage and repel enemies on impact. Second, they can weaken enemies. Third, you can apply several spells on your distortion that deal massive damage and control enemies . Four, they can be used as energy supply to trigger various level design elements.

 

Moreover, a thread is connecting the avatar to her distortions. This thread is used as a feedback to each distortion's position. But it also plays an active role in the gameplay since the thread can be broken by specific level design elements, which automatically recall the linked distortion. A real challenge for the player in puzzles.

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Challenges

  • Longest Team Project : One Year of production

  • The top down camera has been a real challenge in order to have polished 3cs and for the map creation

  • Present the game in front of a very Talented Jury

The team

Mathieu bedu - Myriam Dufrier - Loïc Perillier - Inès Robin - Jérémy Hartvick - Lucas Maupin - Maxime Weets

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