Once the universe was set, I started a narrative development phase. Our conviction : a solid worldbuilding would let us treat this vertical slice as a fragment of a larger game rather than a school exercise.
We were committed to keeping coherence between universe and design objectives throughout the production. So we had to find the right balance, enough detail to support the vertical slice, not so much that we burned all our pre-production time.
In parallel, we laid the foundations of the 3Cs and imagined the gameplay elements. I then moved on to prototyping the mechanics and creating the first greyboxes for the level design, gradually integrating graphic assets and feedback from our supervisors.
The project’s challenges boiled down to three constraints : tight timing, small team, and learning the engine (Construct 3). Our answers : scope reduction wherever possible, embracing external resources rather than building everything in-house, and continuous playtesting.