
Will-e's Adventure is a third-person exploration game in which a little robot's mission is to recover parts of his spaceship that have fallen after a crash, in order to repair it and leave this hostile planet inhabited by aggressive robots. He will have to fight these enemy robots in order to retrieve the missing parts of his spaceship using a cannon arm.
Walkthrough Gameplay
This game is the end-of-unit “Unity 1” project of my first year of the engineering cycle at ESIEE Paris. The game was made in teams of 4, over a period of less than 2 months (in parallel with regular classes). I was accompanied by my friends Gabriel Rouleau, William Preux and Tafa Sahko.
We divided up the various tasks involved in designing a video game from scratch (Game Programming, 3D Modeling, Texturing, Animating, Shading, Sound Design, UI/UX, 2D etc.) with myself in charge of supervising the project.
Characters
The game's robot characters were the first 3D elements we worked on. They are equipped with various parametric animations, both in terms of rig and texture, enabling them to respond to the various interactions and damage they may suffer.

Character Design Concept Art

Will-e 3D mesh

Enemy robot 3D mesh

Turntable of Will-e 3D model

Talking sprites
World Buidling
As our game is based on exploration, the design of the environment and the map was essential. We used the Unity Terrain Tool to create a large, high-performance map. We also created and added numerous assets with custom textures to give a coherent atmosphere. Various wind, dust and atmopshere effects were added to bring it all together.

Main Environment Assets

Props Assets

Map from Top View

Smoke Simulation (Particle System)

Waiting Screen

Texturing in Substance Painter
User Interface and User Experience
The user interface and user experience is a point on which we insisted at the end of development, and which greatly improves handling, while adding a qualitative feel to the game.

Interactive 3D Menu

HUD UI

Example of in game UI
Game Mechanics
The game features a wide range of mechanics, both technical and aesthetic. These are based on tools such as Unity's AI Pathfinding and rigidbody simulations. Some, such as the fact that tire skid marks don't print on the ground when the player is in the air, have been designed from scratch.

Tire skids and gravity bounce

Objects pickup

Battling with robots (AI Pathfinding)

Killing the robots

Death animation
Sound Design
For the sound design part, which plays a vital and often underestimated role in the immersion of the game, we were supported by audio professionals. On the one hand, Sam Day (Sound Editor) produced the various UI and foley sound effects. On the other, Inflake composed for us a custom soundtrack and musical outro.

Sound Map
Extras
Having been very satisfied with our game, we decided to take things a step further by releasing it as a physical CD, accompanied by exclusive 3D-printed figurines.


Physical release with working executable on Compact Disc

3D Printed Will-e collectable figurines
It was a real pleasure to work on this game, which was my second real experience on Unity. I was able to put my various 3D technical and artistic talents to the test. I really enjoyed supervising the project and collaborating with my teammates, who contributed so much to the project and without whom it wouldn't look as good as it does.

Softwares used