

RESUME:
Fenyx must find the gardens of the Hesperides and intends to use cunning in various tests to escape from an island
GOALS AND RESPONSIBILITIES
Creating a playable prototype of this level
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Role of Level Designer
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Accessible
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A rhythmic and intense experience
NARRATIVE ELEMENTS
Preface
In search of new adventures, Fenyx leaves the Golden Isle on a boat. A violent storm sinks the boat in the Alboran Sea and Fenyx lands on a lost island. The sea being calm, Fenyx must find Nereus, an ancient god of the sea, in order to leave the island. Recreation of a famous event from Hercules and the Hesperides Gardens
Setting
- Island:
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Village in ruins following an exile
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Old ravaged temple
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Nature omnipresent after the departure of the human race
- Floating Garden:
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Various flavors with exotic animals
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Silence sometimes broken by laughter
Non-Playable Characters
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Nereus : Unsympathetic God who asks for a golden fruit in exchange for Fenyx's departure
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Hesperides (Aigle, Erytheis and Hespera) : Nymphs who seek to break their boredom by imposing trials
CREATING THE ISLAND
DESIGN PILLARS

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INSPIRATIONS
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Strait of Gibraltar: Interesting visual and mythological inspiration. According to Plato's description, it would be the living vestige of Atlantis. The tilt of the island also gives a metaphor for the player's ''ascension''.
The Garden of Earthly Delights: Huge creative inspiration. The first panel also represents paradise and the apple which sowed discord between God and Adam and Eve.
Zeal: The idea of the floating city is quite close to Olympus in the game. Beyond the clouds, an ancient civilization close to the gods.
CREATING THE QUEST

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CRAFTING OF THE QUEST
PUZZLE
Making a strong enough draft of wind to propel Fenyx through the gardens. (Demonstrated to the player by seeing a lake in the middle of the island as the water falls from the sky.)

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Association of boulders with their plinth

Various natural plateaus are present to allow Fenyx to recover stamina without the boulders coming down again

Once the two plinth are active, the crystals light up and create a draft of wind propelling Fenyx to the garden of the Hesperides
OLD DESIGNS


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WHY IT WAS NOT CHOSEN
- Too slow and frustrating progression.
- Negates the theme of Atlas' burden.
- Repetition can discourage players.
- The basic idea was that Fenyx had to push a bigger and bigger rock each time.
- Interesting design but too short.
FINAL
Fenyx succeeds in infiltrating the gardens and confronts the three Atlas's daughters.
Here, the girls laugh at Fenyx and decide to challenge him. The player will have to launch in pursuit of Aigle, Erytheis and Hespera then transformed into animals through the gardens. They give him an apple once they are all caught.


IN THE EVENT OF THE PLAYER LOSES ANIMALS IN SIGHT:
- The crane is screaming
- The deer rubs its antlers on the trees
- The goat shakes its bell
Once the hesperides are caught, the golden fruit is returned to Fenyx. Thus, Nereus creates strong winds which allow Fenyx to escape.