STENDVÄRG
The point of Stendvarg is to escape from the mountain you've been trapped in.
For that, you'll need to use all your skills to proceed through the shattered caves.
Sheer walls become pathways, descent become sliding spots. But more importantly, you'll have to altern your perspective to open and close paths at the same time.
Your pickaxe will be useful as well. To mine ? No. To hit the ground and throw yourself into the air. Oh and it got a chain as well, might be useful.


LEVEL DESIGN
To do the level design, we started by designing 5 levels per level designer (we were 3) on paper or on Unreal with the basic assets.
We then select 6 levels from the 15 to have a smaller but better palette.
Once the graphic assets were finished, we were able to redo our levels on Unreal at the character scale with the right backgrounds.
Each on our side, we have given a graphic identity to our levels.
I personally made The Slide and Out Of Here levels.



SOUND DESIGN and
QA TESTING
We left the sound design with a colleague.
We had the will to transmit emotions of fantasy and dynamism through the sound design, while keeping as much fluidity as possible to match the overall image of the game.
The QA Testing was a long phase of the project, because we had to rework the character's toy to make it smoother, faster, jump higher with less gravity and more air control.
We also had to rework our LDs to prevent the player from taking too abusive shortcuts and rescaling them to the right scale once the toy was well balanced.