SONRISE

UQAT

— ROLES

Game Designer

Level Designer


— DATE

April 2024


— SOFTWARE

Unreal Engine 5, Notion


— TEAMMATES

Sonrise is a platforming game created during my fourth semester at UQAT. Paired with artists of the same year, we were split into four teams, ours being tasked with the goal of creating a game that embodies the character controller of Celeste (Maddy Makes Games, 2018).


I served as one of the main mechanics designers alongside another teammate. Once the GDD was completed, I then transitioned to the role of level designer for the entire project. It was a bit terrifying as it was my first time working as a level designer for a project, but once I got the ball rolling, I had lots of fun showcasing the character controller our integrator had skillfully created.


I knew we had a great project when I saw the artists in our team try to beat each other for the best speedrun time and other classmates would join in to watch.

GETTING INSPIRED

Madeline is not only a character that feels great to play, but one with a lot of meaning and depth to it. We wanted to do Madeline justice through our character Petal and our gameplay.


While analysing both the character and game, we realized that each played a part in telling the story. Madeline is someone who suffers from depression and great insecurities, while the die and retry gameplay accentuates the feeling of failure and task completion that people with mental health struggles can feel tenfold.


For Petal, we also wanted the gameplay to push the character's struggles to the forefront. As many of our team members were people with ADHD and/or autism, we chose the theme of "masking" as our main focus.


From there, we created our main mechanic, the interchangeable mask that grants Petal different abilities whether he is wearing it or not. We were also inspired by the fox, who is often depicted in folklore as a being able to transform itself, and then came to mind the striking imagery of the japanese kitsune mask.


To support this gameplay and make Petal a more fleshed out character, Petal suffers from generational trauma, weighed down by the expectations his parents have of him to become a magical kitsune like them. Under the gaze of his father, Petal hides behind the mask to act as the perfect kitsune.


This allowed me to create levels where the player is forced to use the mask, even if it would have been possible to complete the level without it, because it is not a choice Petal can make.


GDD

If you want to see a bit more into our design for Sonrise, please take a look at the GDD created for it using Notion! You’ll find lots of information, like inspirational games, how the interfaces were planned out, every mechanic that was planned (even the ones that were cut out for scoping).


And if you ever want some more explanations on different parts of Sonrise, don’t hesitate to message me at

boulayrachel.52@gmail.com


Please note that the GDD is in french.