Emmanuel Hourquet
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STUDIO ANIMALS QUEST

STUDIO ANIMALS QUEST

 

INTRODUCTION

For a long time, I wanted to created a game . After some back and forth and some prototypes, finally last year, i have invested some good time and effort into it and also learn all the necessary skills to grow my initial idea and create a finished game. From modelling, rigging, animating and programming, it was an intense journey but i'm almost now ready for the launch.

The game was greenlight on Steam and a micro site is due in the near future. As i'm the sole developper of the game, i'm aiming for a beta release date end of 2017. The game is also supported by the Microsoft Indie program. It will be available on Xbox One and Windows 10 (with and without DRM)

Role: Concept / Design / 3D / Look dev / R&D / Animation / Unity dev.


SYNOPSYS

Life had been peaceful for the vinyl toys on the studio shelf.

The inhabitants of this world lived happily, in peace. They were free until something came from the dust of the office bin and kidnapped all of them... except one... Our hero will have to prove his courage and skills to rescue his friends and defeat the dark beasts of the dustbin.

Be brave, be this hero, play Studio Animals Quest !

FEATURES OVERVIEW

Studio Animals Quest, is a mix of platform & action game set in a vibrant and colorful world. It begins when the main hero friends were trapped into the studio bin by the crazy RubberHead. The game is an artisanal, hand-crafted experience. Each level is heavily focused on exploration, with some platform craziness and many bonus activities, thinking & fighting to survive.
In total,  you will explore 8 levels / worlds + many bonus. You can play the game with your keyboard and mouse but joystick is recommended to enjoy the full experience (this is my personal pov).
A co-op mode (2 players) may be also available (depending on time and budget).

 

EACH LEVEL IN A NUTSHELL…

MAIN MENU / THIS IS WHERE YOU WILL START & CHOOSE FIRST BETWEEN FIVE LEVELS. When all unlocked, you will access to the second bin...

MAIN MENU / THIS IS WHERE YOU WILL START & CHOOSE FIRST BETWEEN FIVE LEVELS. When all unlocked, you will access to the second bin...

LEVEL 1 / THIS LEVEL IS COLORFUL AND IS QUITE GOOD TO TEST THE MAIN HERO & GAME MECHANICS.

LEVEL 1 / THIS LEVEL IS COLORFUL AND IS QUITE GOOD TO TEST THE MAIN HERO & GAME MECHANICS.

LEVEL 2 / CANDIES LAND... COLORFUL FUNKY & CRAZY LEVEL.

LEVEL 2 / CANDIES LAND... COLORFUL FUNKY & CRAZY LEVEL.

LEVEL 3 / GO AS HIGH AS YOU CAN... OR DIE!

LEVEL 3 / GO AS HIGH AS YOU CAN... OR DIE!

LEVEL 4 / CAN YOU SWIM?

LEVEL 4 / CAN YOU SWIM?

LEVEL 5 / IT IS DARK BUT BE BRAVE... AND USE YOUR LIGHT! 

LEVEL 5 / IT IS DARK BUT BE BRAVE... AND USE YOUR LIGHT! 

LEVEL 6 / DO YOU LIKE POPCORN?

LEVEL 6 / DO YOU LIKE POPCORN?

LEVEL 7 / TRAP INSIDE SOME BOXES...AND YOUR LIGHT IS NOT ETERNAL...

LEVEL 7 / TRAP INSIDE SOME BOXES...AND YOUR LIGHT IS NOT ETERNAL...

LEVEL 8 / THE DEATH ZONE...DEAD TREES, ELECTRONICS JUNK & CRAZY MONSTERS.

LEVEL 8 / THE DEATH ZONE...DEAD TREES, ELECTRONICS JUNK & CRAZY MONSTERS.

 

DEVELOPMENT JOURNEY

2D / 3D CONCEPT

After some concept drawings of the main character and friends, the final shapes were translated into 3D then printed on a Zortrax M200. This stage was good to validate the general forms and prepare some real goodies for later promo.

RIGGING / ANIMATION STAGE

After trying Mixamo with mixed results, i went back to Maya and rigged all friends, bosses & enemies with TSMG auto rig. This plug-in is a breeze to use and i was fully able to focus on animation poses & skinning. In total, inside the game, there is more than 15 different rigged characters fully animated (idle / walk / hit / attack / damage).

AI / CODING / PRODUCTION

As i'm not good enough at C# coding, all the mechanisms in the game are done using a combo of Playmaker (Logic) & Behavior Designer (AI). There is a vibrant community for both assets online, so i was always able to get an answer to my questions and basically learn a lot during the development process.  An in-house camera & character controller were created for the main character but also an health & points system and even a spawn "rebirth" principle. Everything was then build and finalized in Unity (traps, secondary animations, props insertion, sounds, menu...).