Raf & Lemy : The Curse of Sakham I is a 3D coop puzzle-platformer in which two players takes control of either Raf (a young, enthousiastic and goofy fennec) or Lemy (a grumpy but loving Lemur).
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Raf & Lemy's Crew :
- Producer : Pauline LE RAY
- Game Design : Margaux MACOIN, Lilian VIDAL, Théo ZIAKOVIC
- Game Design Programing : Guillaume DESPIT
- Game Art : Maud BERAUDIAS, Margaux CIRCO, Mélina COUFFRANT
- Game Programing : Guillaume JUSTE, Valentin MAUBIAN, Mathieu LANG, Etienne
KRAEMER
- Sound Design : Nicolas ROZLONKOWSKI
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Pirates wannabe, they will find (and instantly lose) the treasure of Sakham I, breaking their island in two and separating them. They then head out on a journey to recover said treasure and, perhaps, fix the broken island.
In R&L, the players are set facing each other. They are able to see what's on their side of the island but also what's on the side of the other player. We wanted to push the need to rely on each other quite far and designed our mechanics with this in mind.
In addition to a few classical gameplay bricks (platforms, killzones, jumps...) we designed a set that pushed our vision for the game :
- Scales platforms : Those platforms act as a scale would. If a player is on one side of it, the other side rises until it has been balanced by either a player or an item. Obviously adding weight on a side means you might have to add weight on the other...
- Trunk : The trunk is an item you can move only if the two players are carrying it. The whole trunk can collide with items so you have to manoeuvre it around the various obstacles you might find in between the sides of the two players.
- Canon : Either to destroy something blocking the way or to give the other player a needed item, the canon eject an item in the direction of the other side. Additionally, if you shoot an item at another canon, it activates immediately, creating a chain ejection. - Activables : Every level, pressure plate or button activate something, but never on the side of the player activating it.
My work on Raf & Lemy :
- In early stages, I helped on designing the mechanics and overall game design but also worked with our graphists team on elaborating the universe in which our protagonists were going to evolve.
- During the rest of the project I focused mainly on Level Building (while being mindful of both our Art Direction and Narrative) and QA Testing.