
BENJAMIN
HOIBIAN
Game/Level Designer

Game Designer
April 2017 - May 2017
Alter Ed has been made for a school project in one month.
It's an evolutive 2D shooter in which the player travels inside the character's emotions. Enjoy the infinite journey but pay attention! The emotions influence the gameplay at all time.
The project origin
We normally had 4 months to do our school project and at the origin, Alter Ed was a third person Puzzle-platformer. But we encountered a lot of development issues within the first three months which lead us to restart from scratch. We pushed our limits to finish the game on time and still managed to reach the objectives we had set four month ago.
This was a tough experience but also one of the most instructive of my life. And being able to deliver a game that I'm proud of with only the quarter of the planned development time was really rewarding.

The will of the project
In Alter Ed we wanted to draw inspiration from four emotions in order to make four different gameplay, graphical ambiance and sensorial experience.
To immerse the player in this experience we decided to design the game nearly without UI, so that the player needs to understand the world's rules by himself
We also wanted the player to be able to have his own interpretation of the experience so we didn't put any information about what inspired us us to make the four levels of the game.

The actual gameplay
Alter ed is composed by 4 different levels that loop infinitely with a procedural increment of the difficulty. Each level as his own rules, gameplays and objectives.
The first level is inspired by fear. In this one you're trapped in a box that is filling with enemies, to win you have to survive a certain amount of time.
The second level is inspired by anger. In this one you're still in the same box, but this time you're the hunter. You have a dash that destroy the enemies, to win you need to destroy them all.
The third level is inspired by sadness/loneliness. In this one you are in a big environment delimited by invisible walls. There is waves of NPC that flee when you approach them. To win you need to absorb them.
And the fourth level is inspired by Joy. In this one your character is fixed and you can move a shield around him. There is waves of NPC that wants to be absorb. To win you have to let friendly NPCs in and block bad NPCs.
Experience : Artistic game design – Procedural difficulty incremented design – Scoring system design – Under pressure work

The Team
Artist
Yoann D'Orlandi
Sound designer
Timothé Sonnier
Game Designer
Benjamin Hoibian
UI/UX Designer
Helios Moreau
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Programmer
Joan Odicio
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Producer
Vincent Le Méhauté
