project overview
Fioritura is a game prototype developed in Unreal Engine as the culmination of our university studies. Over the course of two months, we were required to present a game pitch, a high-level concept (HLC), and a technical proof: the culmination of all our efforts.
Starting with a total of 12 different teams, new teams were eliminated at each stage of the conceptualization process until only two finalists remained. At each step, eliminated students joined the teams whose projects continued.
Fioritura made it to the technical proof stage, growing from an initial 5 members to 8, and finally to a total of 13. However, the game was not selected to move forward. Despite this, the prototype remains a unique project for us, and I am proud to have been the originator of this wonderful endeavor that taught us so much about working in a professional setting.
roles
- Conceptual design of the themes, character and the diegetic universe
- Game Mechanics & Systems design
- Level Design & Level Art
- Close collaboration with designers and artists
game summary
In this isometric puzzle game, play as the Guardian, a small botanist capable of altering his perception of the environment by transplanting magical flowers into his mind. He must navigate through his once harmonious garden to fulfill his destiny and contain the flower at the source of the overgrowing vegetal chaos afflicting it : La Fioritura.
metaphors & primary mechanic
At the very beginning, we wanted to create a game that combines gardening, psychedelic experiences, and a "cute-cozy" character & environment.
It was from my sketches of the character (with the goal of being cute!) that we realized the potential of creating a unique central mechanic for the game : transplanting power plants into the Guardian's head🌱!
Thus, we established that in order to progress and solve environmental puzzles, the Guardian would navigate by finding flowers that alter the perception of his environment.
- Lumiflor : the euphoric flower -
- éthéralys : the astral flower -
Our first flower design aimed to simulate the psychedelic experience of an exaggerated sense of joy and euphoria.
The Lumiflor creates an aura around the Guardian that softens thorns, allowing them to release their grip on the environment and progress through the level.
Our second flower design aimed to simulate the psychedelic experience of astral travel or projection, the act of separating one's soul from their body.
When transplanted, the Éthéralys allows the Guardian to leave their body in spectral form, passing through obstacles and reaching areas that are normally inaccessible.
level design
Based on the progression in the game, I wanted to show the player the increasing vegetal chaos from level to level. Indeed, the closer you get to the Fioritura (the final objective), the more the environment and the garden's vegetation become chaotic and overgowned. The technical demo level is set at the beginning of the game, where we see plants starting to grow excessively, but nothing more.
- GUIDing through the path of water -
I wanted to find a way to guide players toward the objective of each level. So, I created a hydraulic system network: water travels through the Garden via bamboo pipes and channels, always pointing toward the path to take.
This serves as a constant way to guide navigation, to avoid confusion, especially when the level is too large.
- dressing the environment -
During the production phase, I worked as a level artist, establishing a constant style to replicate for each view mode of the environment: the standard garden, the Lumiflor aura, and the astral world of the Éthéralys.
I then dressed the prototype's environment, ensuring it was clear and coherent for the players while maintaining its charm and enchanting character.