Red Trigger 2
1 player
First Person Adventure (FPA)
Current production stage : End of pre-production
Release date : TBD
Length: 10 to 15 hours
Summary :
After gaining experience in the Triple-A industry, I decided to make the jump to indie, as I've always wanted, and founded Bold Spirit Game Studio. Red Trigger 2 is the direct sequel to the first, and will be much ambitious, around 10 times bigger. While the first game had a focus on gameplay, Red Trigger 2 adds an additional focus, which is storytelling. The game will be fully voice-acted and has mental health as its primary theme. Each biome is themed around a specific mental suffering, such as the famous FOMO, psychosis, guilt, and more.
Development sadly had to be halted after 2 years due to lack of funding.
Game Description :
Red Trigger 2 is a full length FPA (First Person Adventure) action game set in the world of Red Trigger. It takes inspiration from games like Portal, Metroid Prime and Bioshock, but very much has its own identity.
Expand and retract red blocks with your laser-gun to puzzle your way to the truth. In Red Trigger 2, the main mechanic revolves around you shooting red blocks called Red Triggers. When you shoot a Red Trigger, it expands, and when you shoot it back, it retracts. However, you can only expand three Red Triggers at a time, so you must manage your energy wisely. You can either retract Red Triggers one at a time, or all at once.
The Red Triggers are used in many different ways like making platforms, blocking lasers, holding doors open, powering systems, conducting electricity, propelling yourself, inputting codes and more! As you enter the HUB of the game, you can tackle the biomes all around it in almost any order you want. In each biome, you'll unlock a new ability like a grappling hook, a double-jump, a dash and more, which will allow you to explore more parts of the HUB, a bit like a Metroidvania!
Each biome of the game has a single inhabitant that has a specific type of physical or mental pain. The biome they live in represents in an abstract way the struggle they live with. Let's take psychosis for example. In the biome themed around it, as you pass a certain door frame, if you turn around, you'll see that it's not the same room anymore. Trippy! As another example, we have a biome about the famous FOMO, the Fear Of Missing Out, in which you'll meet a character deeply afflicted by this feeling. The character is completely obsessed in seeing everything there is to see, so there's cameras everywhere that you have to stealth your way around, by for example blocking their view with Red Trigger blocks.
Uncover the dark truth of this universe through the events of the game, but also through Bioshock-esque audio logs. Piece all those elements together to discover the secrets of this abstract world inside a digital server. All the characters are fully voice-acted and are full of personality. Red Trigger 2 is about 10 times bigger than the original.
Roles on the project:
During development, I've worn many hats, which gives me great insight and deep appreciation for every role in a studio. I've touched everything from creative direction, art, animation, writing, administration, recruitment, formation and more.
I've showcased the game in many events, with the most notable one being Gamescom 2023.
I'm the type of person that likes to touch every aspect of game development, and not specialize in one very specific area, so this was a great experience which aligned with my interests. Despite not being able to continue development due to lack of funding, I've gained lots of skills and invaluable experience.
Our booth at Gamescom 2023 Me (Middle) with our composer, sound designer and co-producer Gabriel Essiambre (Left) and concept artist Émilie Bourgeois (Right)
Me (Right) with our composer & sound designer Gabriel Essiambre (Left) while recording one of our voice actress
Me presenting the game during GLITCH 2023
Action Concept Art
Psychosis Biome Concept Art - Active
Psychosis Biome Concept Art - Inactive
FOMO Boss Concept Art
Scanning Mode, heavily inspired by Metroid Prime
Scanning Mode (Scan Complete) , heavily inspired by Metroid Prime
Hookshot ability
Room
Puzzle
Meeting Off Guard in-game
Firewall destruction
Made by Émilie Bourgeois, following my direction and feedback
Made by Émilie Bourgeois, following my direction and feedback
Made by Émilie Bourgeois, following my direction and feedback