Se rendre au contenu

Void Fisher (2025)

Game / Level / Narrative Designer 

THEME 

Space, ocean, preservation.

PITCH 

Wander through the spatial ocean to rescue creatures threatened by a parasite destroying the ecosystem.  

 

CONTEXT

  Void Fisher is currently produced as an end-of-school Game Design project in ESMA. After the concepts presented at the beginning of the year (see Dance Among the Stars), three of these were chosen. These projects are then split in teams of 10 and produced for 8 months.


PRODUCTION

​During Void Fisher’s production, I’m in charge of the Game Design, Level Design and Narrative Design.

Game Design

​As a Game Designer, I had to retake and iterate on all the mechanics conceptualized during Void Fisher’s pre-production. It goes from prototyping, balancing and documenting!

​Since Void Fisher is a 3D fishing game in space, I had to find fishing mechanics that would work in a 360° environment without breaking the rhythm nor the universe. 

​I also had to prototype some navigation challenges -like a small race- that players can find during their exploration.


Level Design

​Creating Void Fisher’s playground was a particular challenge -and a hard one too! Since the navigation is on 3 axis, I had to find different tools and stratagems to guide the players. 

​My main tool was the cosmic flows: an original feature that let players navigate faster in the environment, almost like a highway. The level is build around this road. 

​For more details, see “How to design an interesting level on 3 axis?”, an article I wrote about the different tools and tricks I used during Void Fisher’s level conception.


Narrative Design

​Void Fisher’s narration is meant to be secondary. We wanted to put the spotlight on the action and dynamism brought by the controller, so the story had to be pushed in the background. 

​The introduction cutscene exposes the situation and goals to the players. Then, in the Spaceport (a hub where the players can see their quests and progressions), three NPCs are here to bring a more funny-tone in Void Fisher thanks to their archetypes. 

​Finally, during their exploration, players can find artifacts after finishing a navigation challenge. These items are telling the story about what happened before the players arrive in this biome, and they are optional for the players to read and find.


TEAM

Ophéline WEBER

Malvy DELABAN

Laura HOYOS-GUEVARA

Matthieu BOURREAU

Etann JEAN-BAPTISTE

Rémy ALMAR

Thomas RAMOND

Ryan DIAS SUTER

Corentin TALIEU

Romane GIBILI