Quentin BOURACHOT LOCATELLI


Game genre : Monster Taming & City Builder

Moteur : Unreal Engine 5

Temps de Production : 4 weeks

People : 11 people


Monster Taming Meets City Builder with Stylized Art



Macro tasks :


  • Realization Macro and micro-planning

  • Manage an entire team to ensure that the

    project runs smoothly and finishes on time

  • Identify and describe bugs

  • Manage and Create all cinematics and camera movement

Tasks - 1

To create my macro-planning and micro-planning, I used click-up because jira is not free when there are more than 10 people.

To do this, I estimated the production time for each task with the art director and the creative director to organize the schedule so that all the tasks would fit.

Unfortunately, given the ambition of the project, we had to kill some tasks to fit them all in.

Tasks - 2

To manage the team, we held daily meetings to find out how everyone's tasks were progressing.

We had to kill off certain tasks in favor of the most important ones.

We used Miro to keep track of everyone's courage, with screenshots of progress.

Unfortunately, despite the meetings and discussions, the group had two different visions of the project, but thanks to a big meeting everyone was able to agree.

Tasks - 3

During production, I was in charge of finding the game's bugs and defining them to send to the technical designer.

To do this, I tested the game many times on unreal

to find them, I wrote reports on discord including a gif of the bug, a description, the localization and handling of the bug.

Once the bug has been corrected, I go back to the engine to check that the bug is no longer present and/or that no new ones have been created.

Tasks - 4

During this project, I also managed the game's cinematics.

I had to make the final cinematic for our vertical slice, and since we didn't have time for a boss fight, we decided to make a cinematic in first-person view of the enemy.

To do this, I used cinemachine on unreal engine 5.

I started by creating a blockout of the cinematic, which I then showed to the team.

Unfortunately, as I said earlier, the group's misunderstanding also disrupted my work, but after the meeting I was able to move forward in the right direction.

I drew inspiration from God of War and Final Fantasy to create my cinematics and camera movements.

Credits

CHAMBRIARD Noé

Narrative Designer

DIJOUX Kévin

Level Designer

FERRETTI Enzo

Level Designer

FORT Théo

Technical Designer

GEINET Corentin

System Designer

BORY Robin

Character Artist

CHALANCON Bastien

Level Artsit

ELWA Sarah

Technical Artist

LECOMTE Maelys

Environmental Artist

TORKMANI Alex

Character Artist