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A Stealth Game where Thief II meets L.A. Noire, where stealing is the only way to defend innocent people.

My roles as the Lead System Designer: 

- Stealth System
- Economical System / Shop
- Reward System
- Multiple Ending System

 

Download the project:

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Download the presentation:

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Stealth System

The Stealth System is heavily inspired by games like Thief or Dishonored.

To do so, guards can see using a detection cone and ray trace, to determine how far is the character.
The closer the character, the faster the guard will change his state (patrolling -> Searching   -> fighting).

Secondly, guards will hear the different sounds made by the character, depending on his movement (crouching, walking, running) and the material on which the character is moving (carpet, wood, metal, cement). Each time the guard hear a sound, he'll go approximatively to the place where the sound was emitted, in searching mode.

 

Reward System

At the end of a mission, the player will select one or multiple clues to help (or not) his client. Depending of the clues selected, the mission's ending will change. The character's client will be killed, will be saved, or the real killer will even be captured.
Those outcomes will change the character's credibility (Dishonored's chaos equivalent). The outcome will also change our character' salary, as a dead client can't pay anything.  

 

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Economical System

There are two ways to gain money on this economic System. The first one is depending on the loot taken during the mission. The character can steal money (coins, bills, gold bar, etc).

The second way to gain money depends on the mission's rank. A better result will grant a better salary, meanwhile a failed mission won't gave any money.

The money is used at the next mission's beginning to buy hints about clues hidden in the next level, or upgrades for the equipment (more film for the camera, more hits on the blackjack, etc).

 

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Gameplay Video

The Team

Game Design

Game Art

Victor Labbe
Creative Director
Lead System

Mathis Viviant
Lead Level Designer

Alyssa Bellaton
Art Director
Character Artist

Béatrice de Gaudemar
2D Artist

Marie Pauline Parisot
Producer

Enki Le Gigan
Level Designer

Emma Vosgien
Concept Artist
Chara Artist

Hugo Buathier
Environmental Artist

Pauline Magnon
Scenarist
UX Designer

Adrian Tardif
Level Designer

Richard Galland
Props Artist

Eline Brossard
Animations
Character Modeling

Nathan Billequin
Scenarist

Dorian Humblet
System Designer

Clément Capraro
Chara Artist
Props Artist

Tristan Carabal
Texturing
Props Artist

Armand Leclerc
Programmer

Yohan Studer
Programmer

Amandine Louguet
SFX artist
Tech Artist

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Special Thanks

Willem Wagner
Sound Recording
Steward

Guillaume Benoit
Voice Acting

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Marco Mele
Voice Acting

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Lucile Faubel
Level Music

Olivier Roos
Voice Acting

Jacques Blind
Voice Acting

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Ben Durier
Voice Acting

Mattia Cupelli
Intro Music

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© 2023 by Victor LABBE

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