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Mission: Artefact

Summary

Create and fashion a vibrant, on-the-go mediation tool that effortlessly springs to life in classrooms, igniting a blaze of enthusiastic student engagement every step of the way. This tool seamlessly invites students to actively participate while adding a dash of technological marvel to the learning experience.

Constraints

1. The final product needed to be compact, encompassing all essentials in a single object, and easily transportable.

2. In-depth exploration of lidar technology through research and development.

3. Design an "ergonomic" floor-based experience.

4. Forge a user experience (UX) and product design that is plug-and-play and effortlessly user-friendly.

More Details

I have designed the game and written the dialogue of the characters. The interface is a floor projection with player position detection using lidar technology. Just an instructor and a teacher are needed to unpack the contents of the package, revealing the projector and a few decorative items.
1.
The game is an adventure and espionage experience inspired by Carmen Santiago. The class is divided into teams with a common goal: to outwit the criminal organization P.I.L.L.A.R.D. (Peloton-International-(de)Larcins Lorgnants-(des) Artéfacts- (pour faire du)Recèle-(ou les)Détruire,, well, you get the idea)... in a race against the clock.
2.
Players take on the roles of a special squad from the museum, tasked with locating historical artifacts from the Gaspé region across the world. While the teams share a common objective, each team has its own score to create a spirited sense of competition.
3.
Using text messages (look alike) transmitted by allies or through hacking by P.I.L.L.A.R.D. members, who serve as both clues and red herrings, players must find the elusive artifacts. They need to narrow down their geographical search by selecting the three most likely locations through those clues.
4.
After discussion, each team sends three members at a time, who must stand on the correct pads representing their answer choices. If they fail, the next team gets a chance. When an artifact is found, players must solve a word puzzle or rebus to identify it.
It was a real success and the kids love the game.
Developer :
CREO
Year :
2020
# People Team :
10+
Platform/Engine:
Unity
Client:
Musée de la Gaspésie
Genre(s):
Interactive Floor/Interactive Projection
My Role:
Game Designer/UX Designer/
Writer
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