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Valley's trailer

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End-of-year study game with a team of 9 


Valley is a management game in which you play the manager of a national park.

 

Your mission is to strike a balance between welcoming visitors and preserving nature. To achieve this, you'll need to build trails, install infrastructure and make decisions that respect your valley's ecosystem.

 

The aim of this demo: to reintroduce the bear, an emblematic species that once disappeared from the region.

What I Do

I was mainly in charge of the game systems, in particular setting up the mechanics for creating paths and infrastructures. I also integrated various gameplay and user interface (UI) feedback to improve the overall experience.

In addition, I designed the entire tutorial system, linking the dialogue system, the tasks to be completed and an event system to track the player's progress and unlock the next stages.

 

Finally, I also worked on providing game designers with practical, modular tools to enable them to enrich the game's content independently.

Path System

The path creation system was one of the core mechanics of the game. We wanted to give the player total freedom in the way they created their paths, with no predefined constraints.

 

The player can place, modify or delete each point making up a path, allowing him or her to shape the environment as he or she sees fit.

 

This system is deeply integrated into the whole game: it conditions the movement of visitors (AI), animals (AI), the location of infrastructures, and much more. Every segment and every point contains essential data that the game's various systems must interpret in order to function correctly.

Tutorial

I've developed a system for monitoring the progress of tasks in progress. When a task is completed, the system automatically triggers associated actions, such as camera movements, launching a dialog or moving on to the next step.


The dialog system is deliberately simple, based on the use of ScriptableObjects, adapted to our needs since the game has few dialogs. Each mission knows the ID of the dialogue to be launched, whether at its start or at its conclusion, ensuring fluid coordination between narration and gameplay.
 

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