Crescent Falls
Crescent Falls is an action reflexion game in where you play Heather Martin, a young witch that can travel between two dimensions. This powerful tool will be used to solve puzzles and explore the forest around Crescent Falls, with a strong aspect of time trial.
Core Team:
Sofie CHABROL - Artistic Direction, Concept Artist, 2D Artist
Lorene HUE - Game Design, Level Design, Narrative Design
Gaspard EICHER - Character Modelling, Animation, VFX Artist
Stève SIMON - Level Design, UE4 Scriptor
Trystan SARRADE - Environment Artist, Texture Artist, Technical Artist
Specialist student - Antoine FOURNIER - Producer
PC, PS4 / Xbox One
Crescent Falls is an action reflexion game in where you play Heather, a young Witch that can travel between two dimensions. This powerful tool will be used to solve puzzles and explore the forest around Crescent Falls, with a strong aspect of time trial.
Twitter: @crescent_falls : https://twitter.com/crescent_falls
Facebook: Crescent Falls - The Game : https://www.facebook.com/CrescentFalls/
Instagram: @crescent_falls_the_game : https://www.instagram.com/crescent_falls_the_game/
Our game is based on action and reflection. We play Heather Martin, a young American student who lives in the small town of Crescent Falls, in the state of Oregon, Northern USA.
She developed magical powers as she grew up, and since acquiring them, the girl had the intuition that they could one day be usefull.
This intuition proved true when a rift appeared in the sky, liberating a massive creature, which came with the intent to destroy her world.
With the help of her supernatural abilities, allowing her to change dimensions and make certain elements corrupted by the beast, move from one dimension to the other. Heather will have to progress in the forest to be able to recover two magical artifacts, some kind of ancient relics with spiritual power.
Your goal will be to retrieve these in a timely manner, in order to bannish the creature and send it back to its world, and thus save Crescent Falls.
You will have magic crystals which saves you a little extra time by slowing down the progression of the immense creature.
As Artists and Devs, the biggest challenge we faced was to have a smooth sailing in between our two dimensions at any given moment for the player.
We wanted for our player to be able to explore both worlds as he pleased, without level design restriction patterns that would make the dimension changes too repetitive and boring.
In order to do so, we developped all of our assets and shaders in Unreal Engine 4 with the level streaming system that would change each foliage instance from one aspect to another according to the dimension in which the player was actively in. The foliage system in UE4 allowed us to create a seemingly vast level with a good open forest feeling without loosing performances and the level streaming was used to control which elements would be present in only one dimension and how they would interact between each other and the player.
Artistically speaking, developping a fractured world was a challenge, for the player to understand that the gameplay was different. The gravity and the temperature changing the water into ice are key elements of the game and that had to be translated in the overall feeling of the environment. To convey this feeling of parallel dimensions, we worked with complementary color palets, contrasting shapes in our stylisation and negative spaces to guide the player through our worlds.
Comments (0)
This project doesn't have any comments yet.