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Slide in the walls, possess your enemies, and discover a mysterious world threatened by wicked spirits! This short adventure, full of action and humour, will please platformer fans and players looking for an original experience!

CRAVING WISPS is the first game of Fire Exit, our independant studio from Lyon, France, composed of 3 people.

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I worked on it as Game and Level Designer, 3C Programmer (C#), 3D Artist and Animator from the first prototype to the final product.


This game was made with Unity Engine.

CHARACTER CONTROLLER

CW_gif_1.gif

After few iterations on the character controller, I came with this juicy movement set.

Here's Bean-
man! I always start a new character controller with him!

 

One capsule, two spheres for the hands and bouncy animations. With that, I can immediately focus on the game feel.

I worked on Blender to create the character's Model and Animations.

 

I also spend a lot of time working on some screen shaders, post

processing and camera effects

(FOV, screenshakes) to get a great feeling of speed.
 

CW_gif_2.gif

LEVEL DESIGN / LEVEL ART

The Knitted Realm (second level of the game) is the first one I started working on. I used it to define how the levels would be built and what they would look like.
For this one I started with a Greybox Phase, using Unity's ProBuilder tool and custom meshes for the ground.

I quickly decided that the universe of the game would take place on floating islands, as it's easier to create interesting paths and control the player's pace as the gameplay have a wide range of traversal abilites.

 

blockout art craving wisps.png

3D ART

For the artistic part, I used Blender to create assets through modeling, sculpting, baking normals etc.

And Substance Painter to quickly create stylized textures using cutsom Smart Materials.
It was pretty important to keep the poly count of the assets low to make sure the game would be well optimized.

cw_screen_2.png
cw_screen_1.png
cw_screen_3.png
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