
Information :
Genre : Solo Puzzle Game
Platform : Mobile (Only on Android)
Duration : 8 months
Team : 8 people.
Mission : Realize a 3D mobile game
Position : Experience Designer, Sound Designer, Level Designer, Trailer Realisator
Contribution :
- Design the player’s experience from the beginning to the end of the game.
- Mapping the game world, the island and its architecture.
- Design advanced puzzle levels.
- Composition of Original Soundtracks of the game.
- Production and Implementation of sound effects.
- Making the video trailer.
- Market analysis to realize a benchmark.


THE GAME :
Wooly Hike is a puzzle game with a quiet atmosphere and pose in which you play as a little girl stranded on an island populated with sheep. These help you to explore the island and allow you to solve different puzzles.
In this game experience that lasts 2 to 4 hours, you move the little girl with simplicity by swiping your finger on the screen. You operate in a 3D environment divided into boxes.
Your goal is to explore the island thanks to the sheep that populate it. You use their unique displacement properties to make your way through the environments.
The experience is designed to create a strong feeling of immersion in the player. Puzzles are linked without any interruption (no pop-up or load time). Several parts of the game space are purely dedicated to the discovery of the island and its history.
soon available on the playstore :
On the recommendation of our stakeholders and members of our jury, we continued our mobile project during summer 2021 to publish it on the playstore.
We decided to use a premium model to avoid breaking the player’s calm bubble with pubs or other pop-up.
The game aims for a prize of €1.99 for two reasons :
- We seek to introduce the game to as many people as possible and a lower than average price goes in this direction.
- We have no previous experience in the publication on android unlike other games with which we compare ourselves. These have PC outputs, one or several previous games or a studio notoriety.


Skills Atoms (Click To Display)
MY WORK :
At first, as Game Designer I participated in the realization of the concept which has gone through many iterations before reaching the form most related to our intentions. We prefer a complexity of interactions on a single game object central to the gameplay (sheep) rather than a diversity of mechanics driven by many game objects.
In order to ensure a good understanding of the mechanics and logical progression in the learning of them, I realized the skills-atoms of the game.

Pacing Curves (Click To Display)
Then, I looked at the game experience by looking for a context, a story to tell through this puzzle game. The goal was to bring to the game a contemplative and narrative aspect that makes you want to continue exploring, to solicit the curiosity of the player and at the same time to pace the experience.
In continuity, this led me to work on the architecture of the global map, of the island that would host the 25 puzzles. It was necessary to think including a logical narrative progression in the island’s space by managing the rhythm of discovery of certain spaces, sequencing the levels by learning mechanics and difficulties. The expression of the narration has been worked by environmental storytelling to fit our contemplative game intent and create more interest in exploring.
Finally, The creation of soundtracks of the game has been designed to stick to the narration, to the rhythm of the puzzles and to perfect the calm and relaxing atmosphere.