Title : PYKT

Engine : Unity

Role : Game & Level Design | Integration tasks, animation & coding

Platform : PC

Duration : 2-3 months in
2017

Status : Finished, but unfixed, prototype

What I did on PYKT

  •  Co-designed each character’s capacities, linked to the narrative / meaning within the game
  • Designed the tutorial part and first level design situations ( Tutorial for 1st character, platforming and musical puzzle designs…  )
  •  Co-designed a global overview of game’s level design and integrated principles of emotional valence flows in it
  • Took part in assets integration and level building ( Did approximately half of the prototype )
  • Did code Square ability and took care of the entire animator tree/animator scripting( C# )
  • Created some animations in  After Effects for Square & Round
  • Helped to social networks updates

PYKT has been selected to Hits Playtime, a student video game project competition !

You can download PYKT right here !

Screenshot of Round meeting Square

What is PYKT ?

PYKT is a 2D Puzzle/platformer game with a gameplay driven narrative where you control Round, who will meet 2 other playable characters, Square and Triangle.

Each of these little geometrical people have a special ability that can be used to overcome challenges involving platform and/or puzzles.

By going deeper in PYKT forest, the player will loose some of his playable characters and will need to adapt to these loss.

Some things I did / co-created on this project

Intentions / Vision

Tell a story about friendship and loss

PYKT narrative is about illustrating how friendship is related to separation and loss. The importance of this relation would be  illustrated by substracting some of the player’s gameplay possibilities to make them feel a lack of something.

Emotions through progression

The general level design would have been closely linked to the global emotional variations the narrative wanted to convey. When we wanted the player to feel a serious lack of something, a loss, we wanted to emphasise on making the level design go down/deeper to amplify the emotional meaning of the situations.