EMILIE ROSSELL LEVEL DESIGNER
DREAM WATCHER
14 WEEKS
The whole game was produced in only 14 weeks by 32 students. I have worked as a Level Designer and UX Programmer.
MY ROLE
UI / UX
REMOTE WORK
Due to the pandemic, the whole production was done from home.
SYNOPSIS
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The Great Library of Dreams is in total chaos. Dewey, an awkward bookseller's apprentice, tries to resolve the situation by calling on a Collective Agent. The Agent will have to explore the Library to recover the 6 Sacred Books and thus access his Heart to restore the order.
TASKS:
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- Make the Main Menu (New Game, Continue, Settings, Sound, Gamepad input with ability unlock as you progress)
- Make the Pause Menu In Game (Settings, Tutorials Canvas)
- Make the Progression Menu in Game (Codex Panel & Progression Panel)
- Make/Adjust the UI in the Game (Life, Ability, Collectables, Deathscreen)
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MAIN MENU: (Script in C#)
Basic settings for the main menu
In the parameters that the player can modify there is the language and the volume.
The joystick controls are also accessible and update according
to the player's progress.
EN CONSTRUCTION
PAUSE MENU : (Script C#)
Basic settings like in the main menu.
The player have access to see again all tutorials he seen during his progression.
A warning message is displayed to warn the player if he decides to click on the button of the main menu to leave.
Contains all the informations the of the player progression.
(Map, Codex Entry, Progression)
Codex Entry : The player can unlock a codex in a level and can buy it at the shoopkeeper to access their information.
Progression : The player have access in this canvas to his missions and his
PROGRESSION MENU :
informations about is collectables by level or in the game. He can see how many money he have and how many relics/quest books he have unlock.
Collectables/Items : (Script C#)
As they progress, the player will be able to collect Codex Entries, Game Currency, Items, Quest Items.
The player will also have the possibility of releasing librarians.