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Sanctuary

Sanctuary is a first-person 3D platformer where the player takes on the role of an explorer who must climb a massive tower from the inside to escape. Without the ability to jump, they must use their exploration tool to propel themselves toward the top.

This project was developed by a team (5 Designers, 2 Artists) over a period of 3 months using Unreal Engine 5.

My Role

As a 3C Designer, I actively participated in ideation, mechanics design, and prototyping to create an innovative and challenging experience while ensuring fluid and enjoyable controls for the player.

Ideation & Prototyping

We wanted to design a game where the player would feel a sense of confinement and the urgency to escape. As I am passionate about 3C design, I immediately thought of a platformer incorporating an unconventional jumping mechanic.

After extensive research, I drew inspiration from the Rocket Jump to develop a similar system adapted to platforming. The goal was to create a mechanic that was easy to understand but difficult to master, emphasized by demanding level design.

I quickly prototyped this mechanic to present it to the team and structure our approach.

Deep Dive into Design

One of the main challenges of the game was ensuring that the player could fully master their character to navigate a demanding environment. My role was to refine every gameplay parameter to guarantee responsive, intuitive, and satisfying controls.

Thanks to a data system implemented by our programmer, I was able to iterate quickly on various settings (movement speed, click distance for bumps, camera-related data, bump strength, character physics, etc.). Beyond adjusting existing variables, I identified key behaviors essential to our 3C, allowing us to achieve more precise control and optimal balance. This solid foundation then served as the basis for designing levels that fully leveraged our gameplay.

Challenges

One of the biggest challenges was ensuring a satisfying First Time User Experience (FTUE). Due to the unconventional nature of the gameplay, many players struggled to grasp the mechanics in the first few minutes.

To solve this issue, we collaborated with the level designers to create a progressive and non-punitive tutorial. This introduction allowed players to experiment with the controls in a safe environment while preparing them for the game’s challenges.

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What I Have Learned ?

Working on Sanctuary allowed me to deepen my 3C design skills by analyzing in detail the elements that make gameplay fluid and satisfying. I learned how to implement invisible but essential behaviors that contribute to a seamless player experience.

This project also helped me improve my ability to document my needs and communicate effectively with programmers, optimizing our workflow and enabling rapid iteration on mechanics.

Finally, designing a 3D platformer pushed me to consider the context in which 3C is integrated, ensuring that it aligns perfectly with the overall game experience.

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