Game Designer, Art Director

Ethyne Rush is a fast-paced 1st person platformer where the player can generate structures to keep moving and reach ever higher speeds.

The game aims for a hypnotic and vertiginous feeling.

Download Ethyne Rush

Gameplay

Ethyne Rush is a 1st person platformer with movement inspired by parkour games where the player has the ability to summon structures, helping them move freely and continue accelerating. Their max speed is increased upon jumping onto a new wall and while sliding down a slope. It reduces gradually if the player doesn't perform any of those actions. The colour of the environment will change as the player goes faster, and their field of view will increase.

Experience Intentions

We wanted to make a game that can put the player in deep focus while also nearly overloading their senses. Moreover, we aimed to convey a sense of mastery. With a sufficient understanding of the game's systems, the player is in absolute control of their movement; this mastery would be rewarded with breakneck speed and uninterrupted momentum. Finally, we experimented with player actions altering the environment to create interesting feedback and to make the game even more satisfying.

My Role

Ethyne Rush was developed by a team of 4 in 3 months as a student project. With it, our school asked us to make a "toy", as opposed to a game: a core gameplay with no win or lose condition, something that is enjoyable for the player to manipulate with no set objective. It was also my first project using Unity.

I handled multiple tasks:

Creative Direction

I established and cemented gamefeel intentions throughout development, guiding teammates to ensure coherent and pertinent design. Read more

Game Design

I worked a lot within the engine to prototype gameplay ideas and features, as well as to refine and adjust our core gameplay through iteration. Read moreI was also responsible for the level design.Read more

Visuals

I designed most of the game's look, defining the style of the structures in the level and those generated by the player. I also worked on the post processing and the visual feedback. Finally, I made the 2D visuals for Ethyne Rush's menus and logo. Read more

Creative Direction

As mentioned above, one of my roles on this project was to reinforce our design intentions, and ensure the work we did was in line with them.

I was regularly rethinking and questioning said intentions, trying to formulate in a more precise manner the sort of experience we wanted to convey. Seeing how the prototype felt, what was interesting in it, and what was unnecessary. And finally, refining the documentation to more accurately describe the vision we were after.In conjunction to that, I was checking my own and my colleague's work to see if it was pertinent with those intentions. Asking "why?" a lot, taking a step back and seeing in what direction it took the game.

For example, the first models I made to try to nail the environment's look were way too contrasted, nearly black and white. They were very distracting, and a bit hard on the eye. They went against our intention to put the player in a state of focus. As a result, we went back and adjusted the colours to reduce the contrast. We also made them more saturated. Rather than just grey, they were now the same hue as the sky, making the environment in a more coherent whole that wouldn't distract the player.

Another example is the music: the first drafts our composer made were heavily inspired by breakcore, with very prominent percussions. They were good but felt contradictory with the impression of uninterrupted momentum we wanted to create. I thought we rather needed something that would push and carry the player forward, accompany them in their movement. We discussed this issue which eventually lead to the music that is currently in the game. And it turned out to fit a lot better with the feeling we wanted to evoke.

You can listen to the soundtrack here

Game Design

Throughout development, my role regarding game design was to test new ideas and refine the ones we kept.

When I could, I prototyped the features myself in order to save time and avoid intentions being lost in translation.

For example, I coded the very first gameplay prototype for the game, exploring the idea of generating stuctures that would help the player move and modify the level as they do so. The concept was interesting, but moving was boring so we opted for a much faster, parkour-inspired movement system instead.I also coded the first version of the structure generation and the colour thresholds in the actual game. I had the opportunity to learn C# from our programmer who would improve on my code, and thus became more independent with prototyping.

Otherwise, I wrote documentation, detailing the specifics of the character controller and the design intentions for the rest of the team.

A central part of my game design work was to improve the core gameplay through endless iterations. Testing, tweaking some variables and behaviours to get the best gamefeel I could and make the vision we had a reality.We were guided by feedback from playtests. The main point to improve was to make the game easier to pick up. We did want something challenging that dedicated and stubborn players could get very good at. But the first versions were just ridiculously difficult and players couldn't even get started.
Structure generation and walljump.This gameplay loop, central to the game, used to be barely possible to execute, we greatly improved on that since then.

First thing we did was to greatly simplify the controls so they were suitable for a game that fast. This more streamlined design even allowed us to make it significantly faster. Additionally, I adjusted the size and position of structures relative to the player's position and speed as well as walljump force, air control and fall speed in order to make moving with structures as seamless as possible.

Level Design

The level design proved to be quite challenging: first, we needed LD ingredients that work for a player character with variable metrics. Then, with the game being a sandbox we couldn't predict from which angle the player would approach the ingredient as there is no linear path. Finally, we had to account for the player's ability to generate structures by themselves, and more importantly: encourage them to do it.

What I mean by ingredients is basic elements that incentivise a certain behaviour for the player and could be approached at various angles and speeds. They could also be combined with each other to create more variety. I also chose to leave gaps in the LD to push the player to fill those gaps with their structures in order to continue moving, teaching them how to use the main mechanic.

LD encouraging structure generation. Some level design elements also aimed to further heighten the feeling of the game.

Visuals

I was in charge of designing the visuals of Ethyne Rush. One of the main intentions was to make them sober enough to leave room for the gameplay and music to shine. We didn't want them to distract the player from their flow. As a result, I opted for a very abstract and minimalistic artstyle.

I toyed with the idea of very simple geometric shapes, drawing inspiration from brutalist architecture and futuristic worlds. I also wanted the colours to be as streamlined as possible: there is never more than a single hue displayed at once, with only variations of value and saturation.

The lights on the structures created by the player are an important aspect of the design. They are a point of reference for the speed, but most importantly , as the player generates a lot of structures, the initially austere space of the level becomes speckled with lights that trace their former trajectories. This makes for a satisfying reward, showing how the player transformed the environment through their movement.

The first model I made for the game, almost everything stemmed from there.

Post-processing and fog are also essential components of the game's look. Part of my work was tweaking those in order to strengthen the game's visual identity. You can see here how it looks with and without.

Post-processing & fog OFF

The fog especially helps with the perception of depth and limits the amount of information the player needs to process at once. The further away an object is, the less contrasted it is with the sky (atmospheric perspective).

Post-processing & fog ON

The gamefeel of Ethyne Rush also hinges on a few important visual effects. I was in charge of two of them: colour thresholds and the FOV increase.

When the player reaches certain speed targets, the colour of the environment changes. This is what I call colour thresholds. The soundtrack will also transition to another part, which was handled by another teammate.

It acts as a motivation for the player. As soon as they reach the second threshold, they wonder how many times this sort of change will happen and want to push further. It is meant to be a reward for them: their motion having an impact on the game's world. Finally, while the first 3 thresholds are mostly just different hues, the last one comes with a more significant change: all colour is removed, and contrast is greatly increased. I wanted to convey the feeling that the player just accomplished something truly spectacular, that they transcended through sheer speed. The music follows a similar change, gaining vocals and becoming more meditative, also reinforcing the player's concentration.
Transition from the first threshold to the second one.
The four thresholds & evolution of the FOV.

The field of view angle increases relatively to the player's current speed. It starts at 100° and can go up to 160°. This effect distorts the perspective, giving the impression that the objects close in very quickly when the player moves.

It also makes all the structures look elongated and pointing forward. These two aspects dramatically enhance the feeling of speed and reinforce the "overloading player senses" intention.

Lastly, I was also in charge of the 2D visuals, I made the logo and UI elements as well as picked the game's font. The goal was to be coherent with the slick minimalism of the game and with its dynamism. As well as to be reminiscent of the squarish abstract shapes that make out the structures.

Cover art I made for the game's soundtrack.

The team

bocxyz

Lead Developer, Music Composer

Andrew 'Kahnetop' Jacques

3D Artist, Developer

Edward 'AKSIS' Bot

Sound Designer, UI Developer

Matthieu Alle

Game Designer, Art Director