Narrative designer & Writer
Assisting game designer
Made in 2018 (7 month project)
Group of 7 team members
Created with Unity
Themes: Death | Adventure | Reflection
Pitch: A traveler awakes in the hearth of a desert, and explores it to understand his place within this world in ruins which seems to be dying.
He has as a guide a Titan who constantly walks into the unknown.
During his journey, he learns more about his environment, but also about his true self.
Titan° is a 3D adventure game in which the player controls the Traveller, a mysterious character who constantly follow a Titan as the latter seems to be his only purpose in this dying desertic world.
As the Titan does bigger steps than the Traveller, the player needs to keep up the pace to not "disappear" in the trail of the Titan.
His journey will be marked by pitfalls, therefore he will need to collect memories fragments from the past on his way to reconstruct his environment, allowing him to explore new surroundings by climbing up and gliding in the air.
Through his progression,the Traveller discovers, as well as the player, the past of his world and most of all: his true self.
Each level is a metaphor for one of the stages towards the acceptance of death (psychological process). The link to the subject of religion is also quite present.
The team worked on creating the third level of the game as a prototype: "Wrath".
In this level, the player finds himself in a ruined village in the desert. The gameplay relies on gathering memory fragments (scattered in the environment) which permits the player to rebuild buildings and tubes on certain sites, so it modifies the level design, and allows him to explore new places. The tubes can transport him, thanks to the wind that goes through them, from one place to another in the village.
Bit by bit, the player discovers the past of this village, and extensively the one of his world.
I was the one in charge of the narrative design and the writing of the scenario of Titan°.
My task was to determine how to convey our narration through gameplay.
Greatly inspired by Journey from thatgamecompany, we wanted to make the player reflect through a unique adventure that treats the subject of death.
The interpretation of the Traveller is the one of a dying world as and when he goes along. But in reality, this journey is a pilgrimage to the acceptance of his own death, as the world he used to live in has already died.
Indeed, the player discovers while playing that the main character is actually the soul of the Titan, personified as the Traveller.
Therefore, a real work on the esotericism of death has been done to define the best way to transmit this aspect through environmental storytelling so that it relays our main intentions.
Despite its pejorative aspect, this journey wants to be positive, where the ending of the game doesn’t bring any unilateral answer, but lets the player come to his own conclusion on his adventure through the elements’ symbolism.
Our goal was to succeed in talking about a difficult and sensitive subject, by bringing it in a poetic and oneiric way.
You can find the global scenario, written in a travel journal way right here (available in english).
To treat a subject such as death isn’t an easy task: people don’t have the same outlook, it is difficult to talk about it. The message transposed can not be perceived the same way by everyone.
A lot of precaution must be taken when working on a theme like this one.
Backlogs/schedules to date allow us to see where we are on the project, and what are the precise objectives for the next meeting.
Meetings are also important for the same reasons, but they need to be defined with precise objectives to solve so that they don’t last forever. The decisions approved need to be written so everyone is on the same page.
This project was a tough one to realize! In all cases, I have learned a lot from it.
What I've learned...
Special thanks to Samuel PUSZKAREK for his help
on the soundtrack of the game.