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Malenkiy Koshmar

2023
Coop
Survival
Unity 3D
PC
5 weeks
You and your squad have been sent to the abandoned city of Soska to investigate the strange events that occured.
To successfully complete your mission, you will need to bring the required resources to the Moni-tower inside your base.
Be careful, your life is as fragile as your light, and the darkness holds many unspeakable horrors, waiting for you to be alone…
Context
We made this game for the "Platinum" project at the IIM Digital School in Paris.
Malenkiy Koshmar was my most ambicious game at the time.
This project was challenging and very interresting because it was our first time working with producers and sound designers.
In the end we had a lot of fun and everyone managed to step up in skills they wanted to upgrade.
Tasks
Level Design and Level Art
I created Malenkiy Koshmar's level design and I implemented most of it in Unity.
Each POI (Point Of Interest) has its own purpose :
- the Base is the only safe zone and it is where the player needs to bring back the resources to progress in the game.
- the streets connect every point of interest and represents almost half of the map. Each Street is unique to help players navigate in the city.
- the buildings, the parks, the Forest and the Spikes are dangerous places the players need to explore to gather spécific materials.
To make the City more immersive and easier to navigate, we spent time decorating each part of the map which really enhanced the clarity of our game.




QA and playtest
QA and playtests were a big part of our production.
I and another designer spent a lot of time playing and testing all the features every time they were added or updated to make sure that everything was working correctly.
When we encountered a problem, we would either solve the problem ourselves or, if it was too complex for us, we would record it, file a QA ticket and send it to the programers.
We also planned a lot of playtests with different people to see their reaction and make sure they could understand everything in the game.
During these playtest sessions, I was behind the players taking notes of how they act in every situation.
Overall, I was checking the current state of the game and planning the next tasks required to improve / fix the game.
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