Depth' Scape

Project

Enter the dark world of microscopic survival as a parasite bent on subsisting in its host's body. Infiltrate the body's immune system, mutate by drawing on the vital energy of its organs, or develop a symbiotic relationship for delicate proximity with your host.

Discover this dangerous environment, totally unknown to you, and overcome the organism's reactions, which will try to repel you as you pursue your sinister plans. But make sure you don't push your host over the edge before you reach your final stage, as your lives are now intertwined.

Hunt and destroy mercilessly to re-establish your status as a supreme predator, or opt for fusion and wisdom, opening the way to transcendence. Your choices will determine your destiny in this organic universe, where the line between dominance and harmony is tenuous.

Challenge the laws of microscopic survival in Depth'Scape, where every decision shapes the destiny of your parasite in this organic and brutal game. Will the quest for transcendence lead to domination or harmony with your host?

Personal Feedback

Depth' Scape was my longest and most ambitious project. During the last year of development, I acquired a multitude of skills, particularly in terms of communication between the different teams (Game Design/Artists), but above all in Level Design.

Being an stealth game, Level Design was a major challenge. It required a considerable amount of work, with many considerations to be taken into account, such as the path of enemies, the management of verticality while creating visual cues to guide the player, and the design of conflict zones, for example.

This project also allowed me to explore my relationship with the games I develop. In a school environment, projects are often of short duration, usually no more than a month. Although these intensive projects can be motivating, the limited duration doesn't leave much room for demotivation. However, on a project lasting over a year, maintaining motivation is not always easy. Despite this, it's essential to keep moving forward, even when the initial enthusiasm fades. This project has taught me to manage my motivation and productivity over the long term, unlike the short, intense projects I've seen in schools.

Due to major production problems, it was the Game Designers who took care of the Level Art at the end. This is why the visual rendering needs to be revised.