Divine Words is the project that my group developed as part of our Masters' degree.
We produced a demo in one year, on which I worked as Narrative Designer, Level Designer and Level Artist.
By working in these three areas, I was able to bring coherence between them in order to improve the player's experience.
Introducing the game :
The player takes on the role of Al-Basir, a member of a secret society charged with protecting the world from the dangers of alchemy.
The game takes place during the 11th century, in the city of Prague, which has been devastated by an alchemical catastrophe related to the creation of a Philosopher's Stone. Now, the city is covered by gigantic spikes of gold et the inhabitants have been transformed into corrupt creatures.
Al-Basir have to find a way to the Stone and destroy it to stop the corruption spreading to the rest of the world.
But, will he be able to keep his sanity against the power of the Stone and the secrets lurking in the shadows of Prague ?
The game is a 3rd person Beat Them All where the player will have to face hordes of dangerous enemies. To defeat them, Al-Basir will have to use his swordsmanship and alchemical elemental powers (fire, lightning, wind, etc...). Along the way, he'll find new "Divine Words" that will unlock new elements and allow him to combine them to create new effects.
Narration in Divine Words :
Together with the project manager, we set out the narrative intentions on which we based the production of the game :
Introducing players to an original form of alchemy based on words, in a world combining historical facts and fantastic tales.
Confronting our hero Al-Basir with the struggle between his duty and his family.
Confronting our hero with his own sacrifice to save his family and the world.
Although the aim of the project was to produce a demo, I was able to work on the full game's scenario, in order to offer players a rich and coherent story.
So I was able to work on the script for the whole game, wrinting the characters, the dialogue, the codex and the "visions" (flash-backs telling the story of Al-Basir's past) and supervising the voice acting (choice of voices, acting, etc...).
As the game has an open ending, I was also able to start writing a possible sequel. I also produced a game concept for a VR game that would take place in the same universe and serve as a prequel to Divine Words.
And find out more about the universe with the script, codex and dialogues from the in-game visions !
Our team :
Florient Theunissen : Project Initiator / Project Manager / Game Design
Camille Blum : Art Direction / Character Modelling
Pierre Lannoy : Rig / Animation
Emilien Massemin : Narrative Design / Level Design / Level Art
Elie Paquiet : Environment Art
Robin Six : Developer Unity
BPF Records : Sound Design ( https://www.bpfrecords.com/ )
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