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Kintsugi

2025
Contemplative
Platformer
Unity 2D
PC
5 months
Kintsugi is a contemplative platformer game where you play as a traveler on a journey to a sacred temple.
The world has suffered a cataclysm and you are able to repair the world with a strange, gold bending power, you will learn to use through your adventure.
Take a deep breath and immerse yourself in the majestic world awaiting for you.
Context
We made this game for the final graduation project at the IIM Digital School in Paris.
Kintsugi was my longest project so far. It was a challenge for me because most of the games I made where 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 and the domains I am interested in.
Tasks
Level design
I was Kintsugi's main level designer. Kintsugi's vertical slice currently has only one level : the Mountains.
Kintsugi is a type of game I wasn't very familiar with so it was a big challenge for me because I had to learn and experiment on contemplative platformer while reaching the deadlines.
Kintsugi's simple gameplay allowed me to diversify the Montains level and make the 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 improoved multiple times over the project.
In order to have the best game flow possible, we hosted multiple playtests everytime the level design changed or was affected by a big change. This allowed us to know how the players felt in every section of the game and adapt the flow to our desires and needs.



Game art assistance




During Kintsugi's development, I and the other designers found ourselves regularly searching for tasks to do while "waiting" for the next playtest session / game update.
Our game artists had a lot of work to do during the whole project so they made a document to teach us a lot of small tasks we could do to make their work easier. I personnaly worked a lot on these tasks.
I placed all the platform lights. The point of these lights are to help players understand were they can walk because some players could have trouble recognising platforms with the multiple backgrounds and foregrounds assets.
I also placed multiple assets like the foregrounds, backgrounds and other decorative assets so when the artist would work on a section, most assets would already be in place and only need few edits. I also implemented and placed the textures for the backgrounds and foregrounds.
Lastly, working on both the art scenes and level design scenes made me able to deal with global tasks like dealing with the layers, the scene setups, ection loders, etc...
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