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Kintsugi

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2025

Contemplative
Platformer

Unity 2D

PC

7 months

Kintsugi is a 2D contemplative platformer game where you play as Kyō, a young apothecary apprentice suffering from a curse, turning his body into solid gold.

The world is shattered and you must use your gold to repair it and its people to bring back the life and end the curse.


Take a deep breath and immerse yourself in our game inspired by the japanese art : Kintsugi.

Context

We made this game for the final graduation project at the IIM Digital School in Paris.

After the release of the first slice in summer 2025, we had the opportunity to keep working on the projet for 7 more weeks starting in september 2025.

Kintsugi is my
longest project so far. It was a challenge for me because most of the games I made were primarily focused on the gameplay while Kintsugi is more ambiance and narration focused.

I learned a lot while working on this project and it allowed me to work on new tasks and greatly deepen my
knowledge and experience in the domains I am interested in.

Tasks

Level design

I was Kintsugi's main level designer.

Kintsugi's simple gameplay allowed me to diversify the main level and make each sections feel unique while reusing the same mechanics in different places.

In contemplative platformers,
managing the flow of the game is very important. That is why the Mountains level has been reworked and improved multiple times.

In order to have the best game flow possible, we hosted multiple
playtests everytime the level design changed or was updated. This allowed us to know how the players felt in every section of the game and adapt the flow to our desires and needs

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Game art assistance

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Our game artists had a lot of work to do during the whole project so they made a document to teach us (Game Designers) a lot of small tasks we could do to make their work easier. I personnaly worked on a lot on tasks linked to Level Design and Level Art.

I placed platform lights. The point of these lights are to
help players understand where they can walk so they can recognise platforms even when they blend with the multiple background and foreground assets.

I also
placed multiple assets in each section so when the Game Artists would work in it, most assets would already be in place and only require a few edits.

Lastly, working on both the
art scenes and level design scenes made me aware of a lot of elements and systems in the engine. It allowed me to fix a lot of Art issues during the polish phase of the game developement. 

Gameplay mechanics

I worked on the iterations and concepts of the gameplay mechanics.

After the first realease, we weren't satisfied with our gameplay features so we decided to
rework some of them, delete others and add new ones.

We wanted our
main mechanic (the gold shot) to be the base for most interactions in the game. We made a lot of iterations and RGD (Rational Game Design) to find a great number of ideas that would fit well in the game while being relatively "easy" to make.

Lastly, we designer, made multiple
documents as precise as possible to share our vision with the Game Artists and Programmers, so they would have as much informations as possible at their disposal.

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