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phylosmos

INTENTIONS:

DISCOVERY

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ADAPTATION

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CULTURE SHOCK

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Phylosmos is a zelda-like video game made during my second year in Rubika SupinfoGame. It was made in team of 7, 4 game designers & 3 game artists.

In Phylosmos, the player is a scout, called Mira, who belong to the last remainings of the human specie, now living in a huge spaceship, searching for a new planet to live on. She is sent to a strange planet in order to determine if her people could live there, however she will discover a whole ecosystem, fight fearless wild animals and meet an unusual society.

my roles:

Project Manager

Level Designer

Programmer

Phylosmos was my very first big video game project. Before Phylosmos I had already done video games but they were made in short time (game jams for example) or I did them alone (personal projects). So the challenge which appaered first was project managing.

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As we didn't knew each other well at the begining of the year and as I was the less shy person in the group, the team chose me to be the project manager. First, I was kind of lost with this role, but I tried my best. I have established weekly stand-up meetings, assigned specific tasks for my teamates and tried to make the team stick to the schedule. I have discovered that telling people to work on specific task or asking them to finish it before a precise deadline is not easy at all. In the second half of the year, I decided to stop managing the project. The programming part was taking me too much time and one of my teamates really wanted to try out the role, so I gave it up to him.

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When I arrived at SupinfoGame, i was eager to learn about level design. This subject has always fascinated me and this zelda-like project offered me the possibility to work on "classic level design". Unfortunately, since I was the main programmer, I didn't have much to work on it at the end of the year. However I worked a lot on the tutorial and I always kept an eye on it. This is probably the biggest regret about this project, I would have liked to work more on level design. 

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As written, I was the main progammer of the project because I was the most experienced person in the group, thanks to game jams and personal projects (I have learned Unity and C# alone during my spare time in highschool). The biggest issue in programming was to make the project accessible for everyone in the team. So the designers could tweak values for balancing and the artists could import easily their assets. So I have spent a lot of time on making the project "user-friendly" and accessible even for neophytes. 

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One additional challenge was that we had an Indian student who doesn't speak french at all. So we had to work exclusively in english, it was very interesting to have a teamate with a different language and culture. It helped me a lot to improve my english and have a professional vocabulary. 

GameMedia

trailer:

Images:

The team:

Game Designers

Eliot Ringeval LinkedIn

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Hugo Bochaton LinkedIn

 

Johanna Bradel LinkedIn

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Yash Mande LinkedIn

Game Artists

Jeanne Delbaere LinkedIn

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Antoine Machinet LinkedIn

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Louise-Akiko Poulain LinkedIn

ArtStation

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ArtStation

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      ArtStation

ER

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