DORON
Explore the ruines of an deam-like world using the energy of your drones.
Doron is a toy made during our second year at ICAN Paris.
My misions
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Create a Character controler that'll allow the Player to nicely gain speed.
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Design sound effects that'll enhance the slow pace of the game.
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Signify the player's gain of speed via countinuous sound effects.

The mystical city of Doron.

A player flying through the air.

logo for doron in flat art.

The mystical city of Doron.
Personal Post-Mortem
Even if I am still skeptical of our definitive product, I still loved worked on that project, due to my team's professionalism and efficiency wich allowed us to quickly interate through prototypes.
What whent wrong then ? The project's topic itself was problematics to us, we were ask to develop a toy (game without objectifs nor end goals) using the Bottom-Up philosophie. But being still young in the Game Design Industrie; we struggled a lot with to understand this new methodology and what it was supposed to bring to the design process.
Maintenant, avec plus de maturité et d'expérience en temps que designer, je comprend mieux ce qu'apporte la méthodes Bottom-Up, même si je ne suis toujours pas d'accords avec l'idée de l'utilisé comme seul pilier majeur de Game Design comme l'ICAN Paris avais essayé de nous l'inculquer.