GAME - NARRATIVE - UX DESIGN
June 2022
Twin Cores
RAIL SHOOTER - PS4 & PC
Narrative, Level & Game Design - Unreal Engine 4
An emergency call echoes throughout the base: the C2 terraforming station is completely out of control! Play as the Twin Cores, two mighty synchro-drones, and fight to eliminate the frenzied machines!
Twin Cores is a rail-shooter inspired by arcade references. Its particularity lies in its full-cooperative component. Grab a friend or a member of your family and together, annihilate waves of enemies... while competing to be on the top of the leaderboard!
MORE INFO.
Stress test the spline
As we wanted to create a rail-shooter, using a spline was mandatory for this project. As a consequence, we had to test it as much as possible. I created a map in which I put specific situations in order to push the spline's limits. We identified major problems (such as gimbal lock or conflict between cameras and environment) that we succeed to fix.

Level design's global intentions & Motherbase
Even if we borrowed a lot of elements from our good-old rail-shooter genre, we wanted to avoid its linear aspect. I proposed a level plan in accordance with our artistic direction as well as our narration: a closed map with four biomes around which players would gravitate.
Once validated, each biome has been shared between game designers: I worked on the Motherbase - the last part of the level. As we were limited in terms of playtime, I had to adjust its pacing by reworking the Motherbase structure.
Narration, dialogues & barks
Aside from the Motherbase level design, my main work was to put narration on Twin Cores. We would have a coherent and original story that serves both gameplay and artistic direction. The main way to do it was to give enough environmental narration to avoid too many texts on screen. It was also an interesting challenge to give life to our main characters: how to show the conscious awakening of two drones along with the game? Narrative dialogues and barks were our answer: through them, we created a progressive evolution in the way they were talking - each time more lively.


First trailer and music lyrics
At the end of the project, I made the first version of the trailer. Even if it was dedicated to being shown without sound, I wanted to create a complete version, where the video answers to sound effects and music rhythm.
I also worked with Pierre Daunis (Sound Designer and Composer on the project) and Mégane Fradique (singer) to write lyrics for the boss fight music that you can hear in both versions of the trailer.
MEDIAS


