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Lost Records : Bloom & Rage

1 player
Narrative and adventure game
 
Worked on the game from April 2024 to June 2025
(1 year and 3 months)


As my specialty lies in exotic gameplay and puzzle design, I was tasked to design one of the most involved puzzle in the game, as well as major scenes like the beginning of Episode 2 and the ending of the timeline of 1995. I was also in charge of placing and doing the logic of 99% of the animals in the game, that are part of a game mechanic where you need to capture footage of them. I designed a tool to easily test all possible branching in the game and worked closely with programmers to have it usable by the whole team. The tool was essential in the development and testing of the game. I also was in charge of the logic & animation integration of many NPCs in the 2022 timeline, as well as the placement of assets that move from scene to scene in all the present day scenes. I also did a lot of debugging for Episode 1.

 

Scenes :

- Welcome to Velvet Cove (With Sodana Yen)

This is one of the early scenes of Episode 1. Sodana did the first iterations of the scene and it got assigned to me later on. I adjusted some logic and integrated all the animations of the animals you need to film in this scene. I've polished the scene to completion for shipping.





- Nightmare

This is the first scene of Episode 2, so it was important to onboard the player correctly, since there was a 2 month gap between the release of Episode 1 and 2. To remind the player of the previous events, many clips the player captured earlier on play on the TV at the beginning. A lot of other TVs are placed along the path, each with a screenshot of a key moment. I've also focused on making the scene feel like a nightmare, so I've mixed things like the nature surrounding the Abyss and technological elements like wires to remind the player of the concert at the end of Episode 1. The scene also ends abruptly with chopped animations and a quick cut when the main character snaps out of her nightmare.

- The Lock

In this scene, the player unwraps the mysterious package that has been a focal point of the story for a long time. To keep the tension high, the player has to interact with it multiple times to unwrap it gradually and we slowly reveal hints about who sent the package. I've also set up how we interact with the lock and mix it with flashbacks that tease what is to come later on the episode.




- Alone Again
 
This is the scene I spent the most time on, as it includes the biggest puzzle in the game. The creative director simply asked me to include a puzzle where we pack a box, so I've designed the puzzle from A to Z. The puzzle is similar to the game Unpacking, but in reverse. There is multiple solutions to the puzzle. If the player is struggling, I also enabled an auto-place items interaction after 3 minutes, which places an item correctly one at a time, which makes the puzzle easier and easier. The scene is also narrative-heavy, and the atmosphere needed to be heavy and depressing. The player can interact with a lot of assets to learn more about how the main character is reacting to the shocking news revealed at the end of Episode 1.

- Hunted (With Antoine de Cacqueray)

This scene initially had a lot of exotic gameplay where you needed to run away through the forest while avoiding obstacles. Unfortunately, due to limited time and resources in terms of animation, we decided to simplify the scene and convert most of that gameplay into cinematics. To keep the feeling of tension and danger, we kept the gameplay where you need to avoid stepping on branches to not alert the character chasing you. If you do, some branching happens story-wise. I did the first iterations of the scene and Antoine took over to polish it when we reshuffled the assignations.


- The Coven (With Antoine de Cacqueray)

This scene has a lot of branching depending on your relationship level with the girls. You can decide who to dance with, and if you're close enough to the character you chose, you can have the option to kiss them. I did the first iterations of the scene and Antoine took over to polish it when we reshuffled the assignations.





- The Wolf Among Us (With Antoine de Cacqueray)

This scene has a major branching point that can really alter what gameplay is presented to the player and how the cinematics and story play out. Depending on your actions, the main antagonist can enter the hideout or not, and the tension is higher if he does (It is the case in the video on the right). I did the first iterations of the scene and Antoine took over to polish it when we reshuffled the assignations.




- Enter The Void

This scene contains no gameplay except a major choice. It is the final scene in the 1995 timeline and contains 14 different endings. My work consisted on doing the complex logic of the branching of all 14 endings depending on all your previous choices in the game.

Misc :

- Placement and logic of 99% of the animals

The animals in the game are part of a game mechanic where you need to find all the different variations of a theme and capture them with your camcorder. I was in charge with the placement of the vast majority of animals in the game. Part of the mandate was to make the world feel alive, but also be a challenge for the player. Therefore, I designed a ''progression'' throughout the game, where animals never appear all at once. They are gradually ''unlocked'' with their presence through the progression of the game, and some of them are extremely rare. I also did some logic where for example birds fly away if you approach them, and they can land to another spot where you can have a more beautiful shot.

- Logic of NPCs and assets in the 2022 timeline

I've integrated the animations of the NPCs in the 2022 timeline and also decided and documented their placement throughout each scene in the present day, so that the continuity works (the past (1995) and present (2022) timeline alternate throughout the game, so it's easy to lose track). Same thing was done for the assets that move throughout the different scenes. I also adjusted the height of the liquid of each drink in the bar to show the progression of time.

- Design of a tool that allowed to easily test every branching possible

When I joined the team, there was no tool to quickly test all possible branching in the game, so we had to manually change variables while playing to do so. Therefore, I designed a tool where all the variations in the game are listed and you can set any of those variables before playing a scene. It was incredibly useful to the dev team and for testing purposes, in this game with a tremendous amount of varying gameplay and cinematics depending on player choices. I've worked with programmers to make the tool work and be usable for the whole team.

by Maxime Vézina

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