Relax yourself with this soothing experience and solve bite-sized enigmas in this cute and atmospheric puzzle game, set in a world of papercraft, origami and MAGIC.
Control different characters with different abilities, and help them reach the end of each diorama all together.
FEATURES
3 playable characters with unique interactions with the environment
6 worlds centered around specific characters or mechanics
35+ handcrafted puzzles
A relaxing and soothing OST
Made with Unreal Engine 5
Developement time: 8 months
(Dec 2022 - Jul 2023)
Documentation
Mechanics design
Level design and pacing
Trailer editing
Publisher pitching
The first month we took the time to transport the documentation made during the pre-production phase and moved to a Google Sites webpage.
This offered a cleaner and simpler way to approach the documentation for the entire team.
I took care of polishing the whole documentation so that all web pages would follow a similar style and adding simple tools to traverse each page easier.
I also managed the Synopsys, Level Design and Market Analysis web pages.
My roles for the level design started with the creation a set of rules on how to approach level creation, making sure that each level would follow them.
The same can be said for the player on-boarding, where I decided to not include any written text to explain how each character and mechanic work, instead choosing to showcase them with only level design principles.
I also managed the overall pacing of the game, structuring the intoduction of new game mechanics and interactions to avoid overwhelming the player and making them more engaged with the game.
As for the design of levels, I structured the creation of most of them by:
starting with multiple sketched pitches
expanding an interesting concept on paper
creating the level blockout using Unreal Engine 5's Cube Grid tool
playtesting it multiple times on my own or with others
polishing the position of the puzzle elements and finalizing the env
This was the process I used for the creation of 50+ levels, keeping half of them in the final product.
After having the game mechanics and most of the levels finalized, I started working on the game trailer and gameplay showcase.
My goal was to create an engaging trailer that would showcase Folding Fables' strong points, such as its presentation, mood and the game mechanics and interactions.
I then recorded the footage and edited the video with Camtasia Studio, making multiple adjustments following the team's feedbacks.