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Alazia

437 words·3 mins

The game is still heavily in development. More information will come, later! I’ll also add some screenshots!

Alazia is a cosy, uncomfortable 3rd person game where the player can drain and redistribute the life from the creatures and environment around it to solve puzzles during its adventure.

You play as Kenops, an apprentice guardian determined to accomplish his mission: find all the fragments of the broken heart that once powered Alazia, in order to save his world. But this mission comes at a price - in order to find all these fragments scattered across the various celestial islands, he will have to kill the creatures that inhabit them. His role of guardian is called into question when his actions blur the line between protection and destruction.

The game is part of the “cosy games” genre, with a “dissonant” approach. The aim is to explore and push back the limits of the sense of well-being usually associated with this type of game.

Background
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This game is being developed as part of my Master in Video Games development. Thanks to the support of the school, the objective is to develop a game for the purposes of shipping it, as a real game studio would.
It is a learning opportunity while at the same time being a means of developing a real game development studio at the end of the master’s program.

Technologies
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The game is being developed using Unreal Engine 5.4, with Blueprint and C++.

Personal contributions and gains
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Because our team is large for a “student” project, I wanted to list my personal contributions to the project:

As programmer
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  • Dialogue System & Tools for designer
  • Targeting System
  • Various gameplay elements

As producer
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  • Managing the team, following Agile’s principles
  • Response to crisis
  • Meeting organisation
  • Setup of all the tools necessary for the team to work (Project Management software, Clouds, …)
  • Milestones scheduling

I am learning a lot by working on this project. It is almost like a full-time job, and I am gaining a lot of technical and soft skills regarding team management, game engineering or software architecture.

Authors
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I am only one brick of the people behind this project. Our team is composed of various people and disciplines. We even gave a name to our team, the Sad Spoon!

Sad Spoon Team

  • Adrien Dudon: Producer, Programmer
  • Damian Lallement: Programmer, Technical Artist
  • Elise Houart: Game Artist
  • Giulia Storino: UI/UX Designer, Narrative Designer
  • Ines Siméon: Game Director, Game Artist, Characters Artist
  • Luna Halloin: Marketing Specialist
  • Romain Rittier: Game Artist, VFX Artist
  • Sébastien Villers: Game Designer, Sound Designer, Animator
  • Wesley Brutus: Game Designer, Sound Designer