Following a massive storm that shattered the clouds, the peaceful environment of Hawk Peak have been disrupted. You play as Perci,
a young meteorologist on his first assignment, whose role is to fix the damage and bring back the clouds to their rightful place. Hike,
jump and glide your way through a complex of floating islets inspired by the Alpine region and, as you explore, rescue little creatures
made of clouds to harness their power, reach new heights and assist the inhabitant of this cozy world.
Note that this page might not be up to date since we are currently working on this game
Paul
Creative Director & 3C Designer
Manon
Producer & Lead Game Designer
Mathieu
Lead Level Designer
Tom
Level Designer
William
Narrative & Sound Designer
Michael
Gameplay/UI Programmer
Arthur
Controller Programmer & Technical Artist
Marion
Art Director & Character Designer
Clement
Lead Game Artist & Environment Artist
Nicolas
Character Designer & Environment Artist
Youmna
Technical Artist
As stated in the game pitch, we embody Percy in a platformer world, so we needed strong 3C (controls, camera, and character) in order to achieve our game plan. During the preproduction phase, I was assigned to cooperate with a Controller Designer to prototype the foundation of this controller. After a month of iteration, we were able to obtain something that satisfied us. However, during the production phase, I didn't work on it since I was needed on another significant part of the project. I entrusted the task to the second programmer who had completed his part, as we were both more efficient in our respective future tasks.
The major part of my job was to design and develop a fully functional Dialog/Quest System that would be easy to use for our Narrative Designer. To accomplish this, I used the AI behavior as a foundation, as it already had the Tree component. We didn't have time to create an external tool that would have been more flexible, so I created several blueprints to be used in the Behavior Tree for all the logical operations, such as checking variable states or quest completion. This approach introduced some complexity to the dialog system, but it allowed us to quickly test all the required behaviors, like the first encounter feature or checking if the player had already talked to someone else.
Another aspect of my job was to develop a UI that would be connected to the Dialog System and the Quest System. Fortunately, as a graduate of a Web & Mobile Bachelor's program, I already had some knowledge of UI development. Using the Unreal UMG UI tool, I prototyped the first UI according to the requirements and the design provided by the Designer. I also worked with the Artist to understand their limitations in time and UI creation in order to provide a nice functional UI.