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    Unlog 2022       

A fast-paced, speedrun-oriented 2d platformer, where you play a little goblin.

Unlog is available on Steam

Team & Roles

Tech Game Designer, Level Designer, Producer and Sound Designer in a team of 7 with 2 other designer / programmers and 4 artists

Software and tools

Unity, C#, Jetbrains Rider, Github, Fork, Google Suite (Docs, Sheets, Slides), Adobe Suite (Photoshop, Illustrator)

Context

First video game team project in Rubika

Duration

5 months, half-time

My work

As a technical game designer​

  • Define the core experience of the game.
  • Define and document core features, most notably those related to level design (special platforms, checkpoints, deadzones, etc.).
  • Program several features, most notably everything related to level design (as stated before) and the behavior of the end boss.

As a level designer

  • Define the intentions for the levels.
  • Look for references and try other games, especially our two main inspirations: Super Meat Boy and Celeste.
  • Create multiple levels with increasing challenge.
  • Iterate a lot, through intern and extern playtests.

As a sound designer

  • Record and mix all the sounds used in the gameplay.
  • Create, record and mix multiple musics and ambiances.


About the game

Unlog is a fast-paced 2D platformer in pixel art, in which you play as a little goblin trying to break free from a giant factory. The game features a simple but very reactive controller, with a lot of movement tech that can lead to massive speedrun.

Unlog is my first video game ever made, as it was a project during my first year in Rubika in 2022. It was an opportunity to discover tools and software, such as Unity, C# programmation, source control, or new roles like level designer.

Unlog is available on Steam since March 2025 for free!

Genre :2D Platformer
Players : Solo
Camera : ​2D side view
Character : 
A little goblin, able to run, jump, double-jump, walljump and dash
Controller and support : PC, with a controller
Target : Fast-paced challenging platformers enjoyers, players who like to speedrun


Discovering the video game

I love Unlog because it was my first ever video game, and we had such a blast making it. In the end, although we had some troubles during the production, we are really proud of the result, so much that we decided to put it on Steam (a huge thanks to Antoine Dubuc for the initiative!).

At this time, everything was new:

  • Learning to use Unity.
  • Learning C# programmation.
  • Learning new tools: Tilemaps, Cinemachine, Scriptable Objects, etc.
  • Learning to work with a team on a video game, how to manage 7 people.
  • Discovering the level design, and how to create something fun and engaging.
  • Doing playtests.
  • Learning sound design and creating original musics for the first time for a game.

This was an intense yet extremely fun experience, and having the opportunity to have our first video game on Steam, and having positive reviews from strangers is such a powerful feeling.

Tech Game Design & Level Design

As a part of a small team of game designers, and without any specialized programmer, I had 3 roles within the team : game designer, programmer, and level designer. I most notably focused on everything related to the levels, including:

  • Defining and documenting the level design elements, such as special platforms, checkpoints, deathzones, etc.
  • Helping on the fine tuning of the controller and the camera to fit the level design and the intentions we had for the game.
  • Programming several features, such as special platforms, the final boss, or the checkpoints.
  • Creating all the levels, for a total of 4 (one tutorial, two mid levels, one final boss).
  • Organizing playtests, recolting feedbacks, and iterating on the controller, the camera and the levels.

The levels were really important, as the game was designed to be speedrun-oriented. That's why I had to go through a lot of iterations for each level. I went with a very slow approach, placing one tile at a time and trying the level after each new platform. It slowed my process, and allowed me to create only 4 levels during the whole project, but it led me creating very fine tuned levels with multiple paths. I always tried to place one main path easily reachable even for newer players (with easy jumps, and minimal frictions to keep the pace), while thinking about at least one additionnal path, harder but faster for speedrunners.

Playtests proved me that no matter how much I thought about my levels, speedrunners would find new ways to go faster with unexpected combinations of jumps and dashes.

Follow the fun

One key state of mind we had during the project was to follow the fun to create a really simple but catchy experience. The best way to explain this is to talk about our movement tech. Early on, during our first playtests, we discovered multiple bugs regarding the controller. For example, pressing both the jump and the dash buttons at the same time allowed for a super dash

But the playtests loved it! These bugs were helpful for some neat speedrun techniques, so we decided to go with it, and made sure every similar "bug" was part of our level design process.

In blue : the main path, easy but slow. In orange : the shortcut, way harder but very fast.

Sound Design & Musics

Unlog was also my first time doing sound design and original musics for a video game. We decided to go with a fully handcrafted sound design: 90% of the sounds are recorded by us, and used to create the background ambiance and the gameplay feedbacks. To record the sounds, we used metal pipes, screws, squeaky chairs, large leaves to simulate wind movement, and other small elements. The only sounds that are digital are very particular sounds like the nightmare substance in some levels, the boss sound effect or the UI.

I also created 4 unique musics, recorded and mixed on FL Studio:

  • Main Menu
  • Main Theme
  • Boss
  • End Credits

I took inspiration from famous games that use fast-paced catchy electronic music, like Crypt of the Necrodancer, Loop Hero, Risk of Rain, Celeste, Super Meat Boy, etc.

You can listen to these musics right below:

Lecteur MP3
Main Menu
Lecteur MP3
Main theme
Lecteur MP3
The Boss
Lecteur MP3
Ascension (Credits)

The Team

GAME DESIGN
Antoine DUBUC - Game Design, Programming
Martin SKUTNIK - Game Design

GAME ART
Nolwenn BARTHELEMY - Animations
Paulin BAYART - Environment, Tech, VFX
Thaïs DESCAMPS - Characters, Environment
Ged LOEWENGUTH - Environment, VFX, UI

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