AXIOME416

AXIOME416 is a dark interactive tale where you take on the role of a soldier in a military camp who is the victim of a conspiracy. Explore the camp, search for evidence, and talk to other soldiers to overthrow the Colonel and survive.
The game was created in February 2022 during the Visual Novel event organized by ISART Digital in collaboration with Game Artists.
Job : Narrative Designer
Team : 12
Genre: Visual Novel / Point n'Click
Target Audience: Casual
Platform: PC
Time to play: ≈ 10 minutes
Engine: Unity
PEGI: 12+
Format: 2D

Engagement
Video

[MANAGEMENT]
- Led the project
[NARRA]
- Written the dialogues
- Designed the universe
- Managed quests and events
- Authored the main storyline
- Used narrative tools (UX Graph, timeline, etc.)
[DOC]
- Created the fake screenshot
- Created the gameloop document
- Created the presentation document
[LD]
- Placed key locations
- Designed the "open-world"
AXIOME416 Walkthrough
Tools





Documentation
One Page Concept
Gameloop Document
Narrative Voices
Presentation Document
Details
AXIOME 416 was developed as a narrative open world. We wanted to give the player the freedom to wander around the military camp, interacting with its world to advance the story, discovering, exploring, and seeing. The creative process began by agreeing with the GMs on the intentions, the world, and the characters, we prepared the outline together and then divided up the tasks. I was in charge of world-building, writing dialogue, designing quests, and using narrative tools. I built the game map on Illustrator with the different locations, connections, lore, and the graphic brief for the artists (page 7/10 of the presentation document). Furthermore, I created a database that the whole team had to refer to for information on G. Sheets, including locations, characters, items, quests, and lots of other world-building details. This database was very useful for the artists to have all the information they needed for their work and also served as a progress tracker for the tasks in hand.

For the dialogues, I used the collaborative tool Miro, which enabled my team to monitor progress for integration into the engine and for proofreading. I used the database and the narrative tools in place to build a dialogue that was relevant to the world.

Screenshots
Credits


Game Designers :
Léo Carrier
Paul Mallet
Hugo Madonna
Nicolas Ortega
2D Game Artists :
Ariane Vidal
Laure Marilier
Claire Daverio
Nedjma Lebtahi
Noémie Sourisseau
Mélanie Petit
Félix Dunn
Eugène Caubel







