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COLORIS

ROLE

Level Designer / Game Designer

DESCRIPTION

Coloris is a collaborative interdisciplinary project between two game designers, three artists and a programmer of ISART DIGITAL Montréal.

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The team's goal was to offer the player a small platformer with interesting mechanics, a coherent environment and a character that was fun to control in a small amount of days


Coloris was developed on Unity 3D during the 2022 Game Week in a total duration of five days.

YEAR

2022 | 2nd year of study

GENRE

2D Platformer

PLATFORM

Link to the Itch.io page of Coloris to download the game.

PC

SOFTWARE

Unity 3D

Perforce P4V

Once on the page, download the file, unzip it then launch "Coloris".

GAMEPLAY

You play as Liv, a little flamer who finds orbs and tries to make his way through an underground world.

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Liv can steer left or right, jump, hover (air control), dash and interact with the platforms in two different ways.

With his blue power he can make platforms disappear / appear. With his red power he can animate platforms.

 

The goal of the game is to advance in the level by moving from platform to platform while avoiding being spiked by the brambles.

LEVEL DESIGN

As the one and only level designer of the project, my role was to conceptualize all the gameplay on paper and then implement it in the engine once our game mechanics were developed. 

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I loved working on this project because I was able to explore a huge range of possibilities in terms of level design thanks to the blue and red mechanics we had developed.

 

The combination of the two allowed me to think of unique gameplay sequences in which the player has to switch between all the mechanics of the character to make his way through.

During the paper phase, our mechanics were more developed as we had three platform mechanics : blue, red and yellow.

 

Sadly we reduced the scope and removed the yellow mechanic.

 

That's why my paper level design is different from the one in the engine.

Here are some some sketches from the experimental level design phase I made

IMPLEMENTATION IN UNITY

Since we did this project in 5 days, everyone on the team had a lot of work to do.

 

I was hoping to have one person by my side to integrate the levels into the engine but the artists were focused on polishing and the other game designer present was on finishing the game mechanics.

Therefore I was alone to implement.

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I had to work efficiently to integrate the whole level design in Unity in a very short time while testing if the game was playable and pleasant to play : platform not too far from another, jumps doable, tweak of the difficulty.

Here are some some screenshots of the Unity scene after I did the implmentation

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