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Cuistory

WHEN :

TYPE :

STATUS :

PLATEFORME : 

ROLE :

ENGINE :

TIME :

2023/2024

Adventure

Finished

PC

Tech Designer

UE5

4 Months

DESCRIPTION :

This project is my end of studies project. It started last year (end of 2nd school year). I was assigned to this project on january 2024.

Cuistory is an adventure game, we mixed investigation and cooking gameplay.

You play as Billy sheif who wants to found his grandfather who has been kidnapped. 

My tasks :

  • Game design

  • Feature / GD documentation

  • Data oriented system for items / NPCs

  • Dialog system programming

  • Vertical slice pathing

  • QA management

  • Cinematics​

Insight :

Game Design

As this project already existed before, we've made our game design around the principal game intention, a contemplative game with a great narrative component.

We made all of our game design docs on Coda for a better organization

Doc_FeatureDoc.png

As you can see here our documents are really simple, we use wireframe and schems to support our explanations.

With this in mind feature docs will be associated with tech design docs, so our work can be continued by someone else if we leave.

Doc_FeatureDoc2.png

Prototyping : Dialog System

To simplify the work of our narrative designer, I made my first editor tool to easily edit dialogs from the engine.

Tool_WindowOverview.png
Tool_WindowDialogOpen.png

As you can see in Cuistory we have dialogs similar as Sea of Thieves ones.​


I made a user friendly tool, it has been used by our narrative but mainly by our Level Designers at the end of the project.

Our constraints :
- Camera switch to see the character talking
- Dialogs can be between more than 2 characters
- Dialogs can be edited in engine
- Dialog choice change the following conversation.

I've improved the tool once I've had feedbacks by the team.

Tool_EntireUnrealWarning.png

Prototyping : Data management

In cuistory, most part of our features require a significant quantity of data.

To simpify our systems and due to the short duration of this project, I've made my features data based.

As an exemple here is our characters data, our characters are used by dialogs and quest system.

CharactersData.PNG

To get informations and recognize our characters I made an ID system. These IDs are mostly used by our dialog system but sometimes this ID is splited to be used with our characters for example.

To use theses IDs I made genreral functions which can be used everywhere to work with them easily.

MakeIDFunction.PNG

What I learned / improved :

  • Game design

  • Prototyping

  • Quick documentation

  • Editor tool

  • Data management

  • UX

  • QA

Team :

Alexis COSTAZ / Level Designer

Néo GRAPIN / Tech Designer

Léo Cusserne / Tech Designer

Kim CYSIQUE / Narrative Designer & UI Designer

Jean Baptiste LOUIS / Tech Designer

Noah HASSAN HAJI / Level Designer
Laurie GUINAND / Producer
Vincent VOILLOT / Level Designer
Hervé CHEVALLIER / System Designer

Janelle NOEL / 3D Artist

Gabin LEGNIER / VFX Artist 

Mélissa LE  / 3D Artist & Lead GA

Nicolas  SCHAERLY / 3D Artist 
Clémentine THIBAUD / 3D Artist

Sao My MOREL / 3D Artist

Emma LAFAY / Character Artist

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