Anthesteria - Game Jam
Role: Game Design, Level Design, 3D art, Sound Design
Anthesteria is a third-person, couch co-op fantasy platformer where you, together with a friend, join forces and assume the roles of Demeter and Persephone, two powerful Greek goddesses on a mission to bring spring to the world.
INTRODUCTION
In Greek mythology, Demeter is the goddess of agriculture, governing over the cycles of summer and winter. When the gods took her daughter, Persephone, to the underworld, Demeter struck a bargain: Persephone would spend half the year below, but for the other half, she would return to Demeter. However, during Persephone's absence, the earth would wither and die in Demeter’s mourning. Yet, upon Persephone's return, Demeter resurrects the world, bringing forth the warmth and abundance of spring. Together, they confront winter's chill, bringing forth spring's renewal through their combined powers.
COOPERATION
In the development of "Anthesteria," our team prioritised creating an engaging and rewarding co-op experience for players. From the outset, we aimed to foster a sense of camaraderie and collaboration between players as they assume the roles of Demeter and Persephone.
To achieve this, we carefully designed gameplay mechanics that encourage teamwork and coordination. Each character possesses unique abilities that complement one another, requiring players to strategize and communicate effectively to progress.
SOUND
Despite the constraints of a tight timeframe, our team was committed to delivering a gaming experience of high quality in as many aspects as possible, including audio. Recognizing the crucial role that sound plays in immersion and player satisfaction, we set out to ensure that "Anthesteria" boasted a rich and captivating soundscape.
Every action, every feature, and every environment was carefully attended to, with the overarching goal of instilling "Anthesteria" with an atmospheric and deeply satisfying ambiance.
THE TEAM
I had the pleasure to work on this project with 3 talented and joyful programmers, my team members Geoffroy BORDENAVE, Grégory MACHEFER GRIMAUD, and Maël CHEVALIER. Their talent, dedication, and collaborative spirit were instrumental in bringing "Anthesteria" to life. Together, we tackled the challenges of the GameJam with enthusiasm and creativity, working tirelessly to transform our vision into reality in just 2.5 days. Their expertise in Unity and technical production as well as unwavering support throughout the development process were invaluable, and I am immensely grateful for the opportunity to collaborate with such talented individuals.