Watch the trailer of A Tale Of Time!

A Tale Of Time is an Adventure/Puzzle game that takes place in small, Diorama-like levels. It was my final student project. There are 9 different levels to complete, which continuously increase in size and complexity and are filled with various puzzles to solve.​​​​​​​
Once downloaded, extract the files and click on the .exe to start the game.
An advanced level.
An advanced level.
Close-up of a level.
Close-up of a level.
A beginner level.
A beginner level.
Close-up of a level.
Close-up of a level.
Each level starts with a bit of dialogue to learn more about Théodore's quest.
Each level starts with a bit of dialogue to learn more about Théodore's quest.
Close-up of a level.
Close-up of a level.
An advanced level.
An advanced level.
Close-up of a level.
Close-up of a level.
An advanced level.
An advanced level.
About the game :
In this game, you play as Théodore Rivet, who is on a quest to find his plush toy he lost in the inter-dimensional void. To find his toy, Théodore built a Sentient Machine that travels between dimensions, but to ensure his survival, he must remain connected to the machine by a pipe at all times!
An example of a puzzle.
An example of a puzzle.
An example of a puzzle.
An example of a puzzle.
An example of a puzzle within another puzzle.
An example of a puzzle within another puzzle.
An example of a puzzle.
An example of a puzzle.
How the project unfolded :
For this project, I initially imagined and designed the Game Concept by myself which was then selected by a jury to be developed into a prototype in a group of two. The concept was then selected by a jury again to be developed into a full game. 
The project lasted 2 years in total, I started working on it by myself and since March 2022 at the helm of a team of 5. My game concept placed second and first respectively in each selection phase.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
A Blockout of one of the levels in the game.
Main objectives when designing levels :
While designing the levels, the two main objectives I set myself were :
1. Make the best possible use of the Diorama aspect and metrics of the levels, including the unique Camera angle on these levels.
2. Learn the intricate details and limitations of having a rope with physics attached to the avatar, and use these properties and the possibilities they offer to the best of their potential. 

Each level went through several iterations before being validated.

What I learned :
With 9 levels to design and maintain, besides helping me practice and improve my level design skills, this project has taught me to better manage various game mechanics and puzzles throughout several levels, and helped me improve my knowledge and management of player learning curves in games.
A scene which contains every game mechanic for easy testing.
A scene which contains every game mechanic for easy testing.
An early Blockout with labels for the Environment Artist.
An early Blockout with labels for the Environment Artist.
An old Blockout of a level that was used to test the new game mechanics.
An old Blockout of a level that was used to test the new game mechanics.
The very first scene we used for testing.
The very first scene we used for testing.
An old Blockout of a level that was used to test the new game mechanics.
An old Blockout of a level that was used to test the new game mechanics.
The puzzles were made into Prefabs in Unity for easier use.
The puzzles were made into Prefabs in Unity for easier use.

Watch the full playthrough here!

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