For the university, we had to make a video game diversion, so after a lot of hard work, Dead In Chain came out after a very long analysis of the Dead Space franchise (EA), and more specifically Dead Space (2008).
So after a lengthy analysis involving over 20 hours of research and just as much creative work, if not more, the Dead In Chain prototype was born:
Pitch: You play as the Worker, mechanically working in a factory for a Church. The aim is simple: to create the Perfect Adept. But how? By assembling pieces of corpses. And why? To become gods! By dint of assembly, the Church manages to obtain what it was looking for. But nothing turns out the way the Church planned.
For this project I did 3D in Unreal Engine (blockout), Texturing (Photoshop), integration of 2D assets in a 3D environment, 3D light management on 2D objects, and level design.
Analyse and Game Design Document (in French) : https://docs.google.com/presentation/d/1DMCUME46Y48AT7pKbkwS_Vqstea5gPxuFnopGSXjOrw/edit?usp=sharing
Type: Puzzle / Horror game
Graphism : 2D5
The team:
› Léonard Vasseur ( https://leounach.itch.io/ ) : Game Design / Level Design documentation - Programming (asset integration)
› Anthony Ballester ( https://benosuke.itch.io/ ): Programming (Unreal Engine)
› Chloé Nader ( https://chloenader.itch.io/ ) : Graphic Designer - Narration - Programming (Assets, Characters, Concept Art - Title Screen, Menu)
› Planetoryum (Me Hello ! :D https://planetoryum.itch.io/ ) : Programming (Level design) - Graphic designer (Light Art - Chara Design (Worker)) - 2D/3D asset integration
Itch.io : https://chloenader.itch.io/dead-in-chain

Incorporation 2D Asset in the 3D environnement (Asset 2d By Chloé Nader https://chloenader.itch.io/ )
Gameplay's Video