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Game Designer

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Help the Spirits and Purify the Forest.

OVERVIEW

Pebbles Path is a 3rd person puzzle adventure game. A malicious illness is spreading in the forest, purify it with the help of the spirits.

Collect primordial and ancient spirits and infuse them into small rocks to animate them, the pebbles. Those little things will follow you everywhere you go and will never complain when you launch them towards your targets.

Puzzles require to take advantage of the pebbles double nature, they can interact with both the physical and spiritual world.

I worked as the Team Lead and only Game Designer on the project as my Degree Final Project. Later on in development i also took on a Technical Role.
We also brought and presented the game at Svilupparty 2024.

FEATURES

  • Third person adventure

  • Simple but deep core mechanic

  • Physics-based throw and interactions

  • Cozy and light hearted​

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MY CONTRIBUTIONS

Team Lead - Solo Designer in the team

  • Took a vague concept that emerged from brainstorming and started offering realistic suggestions to end up with a viable game idea.

  • Designed the core mechanics and systems of the game, inlcuding:​

    1. Resource collection and utilization, how the player is supposed to ​get resources and how they should be spent.

    2. Throwing system, the core mechanic of the game, the main way the player solves the puzzles

    3. The Game Design Document can be read here.

  • Created an appropriate Level Design for the game:​

    1. Planned on paper and then fully made a blockout in engine of a short Demo Level for a vertical slice.​

    2. After the vertical slice, realized a whole new improved level built from the first one (longer, better skill chain, more interesting puzzles and environment design).

    3. The Level Design Document can be read here.

  • Planned a full-fledged documentation for the programming department

    • Full of references, graphs and examples, you can read that here.​

  • Wrote some narrative elements to better frame the game during development and designed the game trailer.
  • Worked on the balance of the game.

After Graduation

This was my graduation project and as the assignment was considered complete, a few team members saw that the game had more to offer if enough love was given to it during the following months. So I formed a smaller but more dedicated group that continued to work on it.​​
Here i decided to take over the programming role and brink in my technical since since it was not up to the level of the rest of the project.

  • Remade the entire code of the game in Visual Scripting to allow for a much higher level of polish:

    1. Remade every system to be in line with the original vision for the game​

    2. Added a 2 layer collision system (low and high collision).

    3. New Pets AI and much more complex behaviour.

    4. Implemented a Dynamic Nav Mesh system.

    5. Animations for every interaction in the game and for various pets actions.​

    6. Reworked how the game cameras were handled.

  • It was here that the new and improved level was designed and fully implemented:

    1. ​Prototyped a lot of new puzzles and interactions​​.

    2. Learned and used the Unity Terrain Tool to sculpt the environment.

PROJECT DETAILS

  • Studio: Deepwood Games

  • Genre: Third Person Adventure Puzzle

  • Platform: PC

  • Development time: 8 months

  • Team Size:

    • 1 Designer​

    • 2 Programmers

    • 9 Concept Artist

    • 4 3D Artists

  • Engine & Tools used: Unity 2021, Maya, Substance Painter, ZBrush, Photoshop

  • Other: During this project i was mentored by industry professionals.

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ABOUT ME
Junior Game Designer with a passion for the technical side of things and a deep understanding of Visual Scripting tools.
Graduated in Game Design at TheSign Academy in Florence.
PORTFOLIO
SOCIAL NETWORKS
  • Instagram
  • LinkedIn
  • GitHub
  • Youtube
I am looking for a position where i can use my hybrid set of skills while learning an array of new ones.
2024 - ALBERTO SARGENTI
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