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This is a third-person 2 player online co-op 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 and a friend play as small creatures living inside a child's mind. These creatures work for a company called D.R.E.A.M. and are tasked with helping the child have good dreams.

This is reflected in the gameplay through the stage play the child dreams about. This play needs cardboard drawings to feel real, so you must quickly bring them to the stage, before the child realizes they are dreaming and wakes up!

Don't forget: children are easily scared, so stay hidden!

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 the child. 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

AWARD

This game won the most creative and best integration of the theme (Dreams) ! I am so happy that we won this category because we really struggled to find the right idea that fits the theme and works with the multiple constraints that were given. I salute my team for their immense work and I thank Ubisoft for acknowledging our team effort.

Click to see the winners

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 programmers 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 figure out 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.

WHAT I HAVE LEARNED

I've learned a lot about the workflow of a Game Designer. I had to organize meetings with both artists and programmers, and I learned how to handle my ideas being rejected. At first, I was proud to be the designated Game Designer, but that pride was misplaced. I thought I had to come up with everything myself, and every time someone suggested a better idea, it felt like I wasn't doing my job right. Now I understand that a Game Designer's strength lies in refining ideas and fostering an environment where creativity can come from everyone.