Overview
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Raccoon in Paris is a Raccoon-Based action-stealth game where you break stuff, steal food, and run away from the angry French populace.
The game puts an emphasis on action/stealth hybrid gameplay, with players frequently getting into high-octane chases with enemies. Many tools are given to the player to get out of trouble, but not many are given to prevent them from getting into it, creating a chaotic and intense cat-and-mouse stealth experience. |
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Development Role
Raccoon in Paris was created over the course of an academic year by a team varying from 5 to 8 people. I was the only person on the Design team, functioning as Creative Director as well as the Designer for all aspects of the game.
As the Creative Director / Designer of Raccoon in Paris, I accomplished the following:
As the Creative Director / Designer of Raccoon in Paris, I accomplished the following:
- Designed & implemented all core systems & levels in an initial Unity Prototype for the game
- Prototyped all Menus & UI in Unity (Note: Some of these designs are not present in the final game)
- Wrote technical documentation for all gameplay systems to aid in Tech implementation
- Communicated & Coordinated with all disciplines of the team (Tech, Art, and Sound) to maintain a coherent vision during the development period
- Ran frequent playtesting sessions on Prototyped features & content and wrote detailed analysis that aided and informed further design
- Developed tools to aid in testing such as analytic tracking & line mapping systems
Unity Prototype
The initial Unity Prototype was created to solve questions about gameplay, levels, and UI during the period where Tech was still creating the engine foundations. It was developed and iterated on throughout nearly all of the development of the game.
All of the gameplay features, soundtrack, and implementation seen in the Unity Prototype was created by myself.
All of the gameplay features, soundtrack, and implementation seen in the Unity Prototype was created by myself.