This is a third-person game created for the 2024 edition of the Ubisoft Contest.

The goal is similar to a game called Moving Out.

In D.R.E.A.M, you play with a friend and take on the roles of mythical creatures living inside a child's mind. These creatures work for a company called D.R.E.A.M

Players must bring boxes onto the stage so that the stage play can run properly. There is a time limit for each box. Players must also hide from the child so as not to scare him.

At the end of each session, players are sent to a shop where they can buy upgrades. The money they receive is based on their performance in helping Antoine. After two days of work, the company's supervisor reviews their performance and either allows them to continue playing or fires them, depending on how well they performed.

D.R.E.A.M Carousel 1
D.R.E.A.M Carousel 2
D.R.E.A.M Carousel 3
D.R.E.A.M Carousel 5
D.R.E.A.M Carousel 6

GAME DESIGN

ONE PAGER

Brain Factory One Pager

GDD

I wrote a GDD (Game Design Document) to keep track of each idea and how we should implement them. I did a section for the programmer and a section for the artists.

GDD 1

I also took care of the Playtests, I made sure that we had feedback to fix bugs and make the game more fun!

Playtest

LEVEL DESIGN

I took care of the level design of the Main Level. The menu, and the shop. I had to conceptualize each scene and see with the artists and the programmers how to make each idea possible.

Menu

Menu

Main level

Main Level

Shop

Shop

EVEN MORE

I also had a great time making a tutorial video with my friends that are novice voice actors.

ACKNOWLEDGEMENT

This game won the most creative and best integration of the theme! I am so happy that we won this category because I really struggled to find the right idea that fits the theme (Dreams) and works with the multiple constraints that were given. But I don't want to take all the credit, because even though I'm the Game Designer, my entire team worked hard to help me find the perfect idea that most people liked. They gave suggestions, they're honest feedback and a lot of their time. I salute their work and I thank Ubisoft for acknowledging our team effort.

Click to see the winners

WHAT I HAVE LEARNED

I've learned a lot about the pipeline of a Game Designer. I had to organise meetings with the artists and the programmers. I also learned how to deal with my ideas being rejected. My ideas weren't always the ones that were chosen. Since I'm very attached to my ideas it was sometimes difficult for me to work through. Nonetheless, it was a great environment to find a healthy way to deal with these strong emotions.