1. Spire of Chaos: Arcana Unleashed
  2. News

Spire of Chaos: Arcana Unleashed News

Rigging, Animation and CCC | Devlog #7

[p]A characters movements are important to communicate the game-feel of a game. Numerous steps of development aim to allow the player the best experience possible. Throughout this blog, you’ll be able to notice the hard work of the people who ensure that Spire of Chaos: Arcana Unleashed as the best possible game-feel experience during the fights and control of the main character. Also, you’ll discover a few informations about other character, such as the ennemis and the final boss.[/p][p][/p][h3]Rigging[/h3][p]The many changes the characters went through had a big impact on their rigs. The main antagonist(s), the Lovers, had numerous modifications that caused complete changes in their skeleton, the previous work being unable to be transfered over.[/p][p]This enemy wasn’t the only one to go through several iterations of rigging along the production of Spire of Chaos: Arcana Unleashed. To ease the constant iterative work, a solid documentation and adequate time management were essential to adapt these constant improvements in the characters’ creation.[/p][p][/p][p][/p][p]The smaller enemies’ rigs, the ones for the cups, were much easier to make. The Thrower, the cup that heals its allies, particularily used volume preservation in order to be able to stretch and squash the model without losing its shape.[/p][p][/p][p][/p][p][/p][p]Something new to our team was cloth simulation as well as hair physics which we applied to Arxis and the Lovers. These make our animators’ work much easier so they do not have to create follow-through manually for these complex parts of the characters for simulating gravity on their clothes and hair.[/p][p][/p][h3]Animation[/h3][p]Characters’ animation also had to go through multiple changes, similarly to the rigs, since these are closely tied in the workflow. Integrating new rigs for the characters would thus have an automatic impact on the animations as well. In the best cases, there could simply be a few adjustments to the animations, but in the worst scenario, the new joints may not correspond to those of the old rig. Then, we would need to rework the animations significantly, which we have to account for in our planning and project management.[/p][p][/p][p]Arxis [/p][p]Spire of Chaos: Arcana Unleashed is both inspired by the Souls-like video game genre as well as by magical girl anime. Finding a balance between these themes was a challenge for animating our lead character, Arxis. We had to keep in mind the weight of her hammer while keeping a feeling of light magicalness throughout her animations.[/p][p][/p][p][/p][p][/p][p]The Lovers[/p][p] The Lovers were one of our biggest challenge for animation. Designing and creating animations for two humanoids that must remain fused together while moving was very complex. Moreover, they are atypical characters that do not really have a walk cycle. Their movements were inspired by dance and ballet, so it was very difficult to stay true to this inspiration and not falling back on a normal animation style for their movements. We had to, once again, go through several iterations to find the perfect blend for the movements of this enemy.[/p][p][/p][p]Vigor and the Cups[/p][p]The simpler models, that of Vigor and the cups, also brought some challenges because of their simplicity. It was much harder to convey their personnality through animation because there was simply less movement possibilities. The cups specifically do not have arms, something that helps players a lot in anticipating their attacks.[/p][p][/p][p][/p][p][/p][p]Vigor is a special case since his animations are tied to that of the protagonist, Arxis. Since he is her companion, he appears at her side all throughout the game, floating to her left. His animations thus need to constantly take into account hers as well.[/p][p][dynamiclink][/dynamiclink][/p][p]Motion Capture[/p][p]In order to make it easier for our animation team, we decided to make several animations, especially for our cutscenes, by using motion capture (mocap). However, the technological equipment available to us to make this happen was a 7 hour car ride away! Three members of our team made the trip all the way to this motion capture lab to create Arxis’ movements. The precision of the animations created with this technique helped us a lot for cutscene animations as well as some of the protagonist’s attacks.[/p][p][/p][p][/p][p]Anim Graph vs Montage[/p][p]To integrate our animations into the gameplay, our team used the animation blueprint system in Unreal Engine. This manages transitions between the animations based on code. However, this technique is less adapted for a combat system, and ideally we would have paired it with an animation montage system specifically for combat.[/p][p][/p][p][/p][h3]CCC[/h3][p]For our camera, controls and character, our main inspiration was Elden Ring. We wanted to draw from a souls-like game, and this one was the most familiar for our programmers, which made the creation much easier for us. What we retained from it was the camera’s movement and the pacing of attacks in combat. However, we also wanted to differ by making the game more accessible, less punishing and more dynamic to reach a larger audience. The creation of our CCC was helped by our documentation on the abilities of our main character as well as feedback for the feel of the character’s and camera’s movement.[/p][p]Our playtests had a definite positive impact on the character controller. With this information and comments we obtained from our testers, we could create several iterations to find the best result for our team and our players. It was crucial not to be scared to change things in the character controller since it’s a central element in our players’ experience in a game focused on combat like ours.[/p][p][/p][p][/p][p][/p][p]To ease the work of iterating on the CCC, we created a system using a database to change variables quickly during tests without needing to open the game’s code.[/p][p]Something we had not experienced before this project was working with root motion in Unreal Engine, something we use in Spire of Chaos: Arcana Unleashed which changes how distances and movements on animations are applied. This system removes some versatility in moving characters directly in the animation, especially for attacks, and restricts some options for programming. However, it gives our animators much more control in the end. Finally, we added some accessibility features like being able to toggle the camera shake and modify the camera sensitivity. We also added haptic feedback to give our players a better feel during actions and in combat.[/p][p][/p][h3][/h3][p][/p][h3]Q&A[/h3][p]If you had to choose a Tarot card, which one represents you best?[/p][p][/p][p]Victoria : The Fool which represents innocence, freedom and travel. I live in the here and now, minute by minute, second by second. I also like experiencing new things, by travelling amongst other things.[/p][p][/p][p]Noémie : The Wizard which represents motivation, talent and confidence. I want to bring my ideas to life and I have the ambition to do it. If I don’t have the right tools or the knowledge, I go seek answers myself.[/p][p][/p][p]Ana Paula : The Two of Pentacles which represents balance between multiple tasks and passions. In my case, I like being able to juggle between my passion and various hobbies.[/p][p][/p][p]Adrian : Strength which represents motivation, endurance and focus. I never give up on what I believe in.[/p][p][/p][p]Viviane : Temperance which represents harmony and union between contradictory forces. I am someone who likes to create an environment where everyone finds their place, where all can be listened to. I always seek to create compromises and I usually am the neutral opinion in conflicts. I like to think I’m a good moderator![/p][p][/p][p]Which is the best part of Spire of Chaos: Arcana Unleashed in your opinion?[/p][p][/p][p]Victoria : Seeing the game’s evolution with all we’ve learned and being able to put those into practice. Also, the fact it’s our game and we can have our influence on it before bringing it before a larger audience![/p][p][/p][p]Noémie : The Exploder Cup, which always looks like it’s having fun.[/p][p][/p][p]Ana Paula: The rooms’ lighting, which changes completely the ambience and brings our environments and characters to life.[/p][p][/p][p]Adrian: The parry, more specifically parrying projectiles we can send back. It’s super satisfying![/p][p][/p][p]Viviane: The journal! I’m someone who loves learning more about the narration in games I play. Our goal is to add notes while the player progresses and discovers the game, a bit like if Arxis and Vigor noted down their latest findings! I also love that the journal is literally a book we can flip through, with bookmarks to go from one section to another. I’m looking forwards to filling it in![/p][p][/p][p][/p][p][/p]

Narrative Design | Devlog #6

[p]Our student project, Spire of Chaos: Arcana Unleashed, is a game rich in narrative for its length. Our game is inspired by Magical Girl anime, whose worlds are filled with compelling narrative elements. In fact, one of our main inspirations is the anime Sailor Moon, where the characters possess magical abilities linked to a greater theme (the planets). In the case of our game, the source of the characters’ powers in Spire of Chaos: Arcana Unleashed are the Tarot arcana.[/p][p]The main character, Arxis, is an incarnation of The Tower, the tarot card that represents chaos and destruction. The environment she finds herself in is a representation of her identity: a magical and chaotic spire. These elements were the foundations of the game for several weeks; the rest of the narrative was developed a bit later in the project process, once the gameplay mechanics were decided.[/p][p][/p][h3][/h3][h3]The challenges[/h3][p]Creating strong narrative elements that make players understand the full scope of the fictional universe without impacting the gameplay nor the artistic direction was a major challenge in itself. These elements were already well underway and we had to build our narration around them.[/p][p]Also, it was essential to keep in mind the available resources we had at our disposal when creating those narrative elements. Indeed, we keep the artists’ workload in mind when adding narrative elements into the environments and the cutscenes. It was therefore necessary to carefully prioritize so as not to get carried away with the creation of the universe as well as of different narrative details.[/p][p][/p][p][/p][p]Moreover, Spire of Chaos: Arcana Unleashed is first and foremost a combat game even though the game’s universe is narratively rich, so the game must focus on that combat gameplay. Indeed, we wanted to emphasize it in order to stand out as a student project. We therefore integrated the narrative in a way that combines it with learning moments.[/p][p][/p][p]Furthermore, the learning moments are quite numerous for a fairly short game, which creates a definite challenge in making everything feel natural through the dialogues. Several iterations were made in order to find the perfect balance between instructional dialogue and narrative dialogue. Moreover, a story closely linked to gameplay creates an additional complication since changes to mechanics during production force constant iterations regarding the learning dialogues. Constant communication between departments was therefore essential to ensure that the narrative and the other branches of production remained consistent in their information.[/p][h3][/h3][h3]The solutions[/h3][p]Communication remains an essential element in any good production. Staying constantly aware of changes that may modify the narrative direction directly or indirectly is essential in order to keep the focus on the essence of the project. This communication is also indispensable for staying aware of the resources available to us and for adapting to the project. Adding small environmental narrative elements can then become possible if we are aware of the available resources according to task management, allowing for better efficiency.[/p][p]Moreover, during narrative development, what helped a lot was keeping track of the iterations, whether they were good or bad. Archiving these iterations makes it possible to understand why certain dialogues were not chosen, which helps better guide the narrative direction, thus gaining productivity.O[/p][p][/p][h3][/h3][p][/p][h3]FAQ[/h3][p]If you had to choose a tarot card, which one represents you the most?[/p][p]Jonathan: The Hermit, which represents wisdom, solitude, and calm. I tend to isolate myself, but this project is teaching me to communicate with my teammates when I believe the information is important.[/p][p][/p][p]Best aspect of Spire of Chaos: Arcana Unleashed in your opinion?[/p][p]Jonathan: The options menu, because usually, in student projects, it’s one of the aspects that is done last, but in this project we iterate on it and take it into account from the beginning of the project.[/p]

Environment Art | Devlog #5

[p]A game’s visual identity is, for many, an essential factor in their appreciation of it. That is why, in this blog post, we would like to present our work related to the environments of Spire of Chaos: Arcana Unleashed. As you read, you will learn more about our inspirations, our concepts, as well as the challenges we faced and the solutions we found.[/p][h3][/h3][h3]Inspirations[/h3][p]As the project evolved, there were several transitions between different artistic movements depending on our vision for the game. At first, the art direction was inspired by Gothic and Surrealist movements. However, we realized that we already had a wide variety of aesthetics, particularly with the tarot cards and the Magical Girl anime influences, which made the artistic direction feel overcrowded.[/p][p][/p][p]We therefore decided to replace the Gothic and Surrealist inspirations with Art Nouveau, as it encompassed both the fantastical and esoteric aspects of tarot cards and the femininity associated with Magical Girls. Moreover, very few video games feature this visual identity, making it an excellent way for us to stand out.[/p][p][/p][carousel][/carousel][p][/p][h3]What Did We Take from Art Nouveau?[/h3][p]The curved architecture, as well as its organic and plant-inspired motifs found in our environments, mainly come from this artistic movement. In addition, materials frequently used in Art Nouveau structures include wood, plaster, and marble. These therefore became our primary materials as well.[/p][p][/p][p]We also added several stained-glass windows throughout the environment to create interesting lighting and atmosphere. These stained-glass elements serve as the main source of light and, like any effective video game lighting, bring together all aspects of the art direction to create a distinct color palette and ambiance for each level.[/p][p][/p][p]Having different atmospheres for each level helps distinguish the various floors of the tower, the space the protagonist travels through, while maintaining a consistent base of objects and materials. Ultimately, these varied environments allowed us to push ourselves artistically.[/p][p][/p][p][/p][h3]Concepts[/h3][p]Many iterations were necessary to find the perfect formula for all the themes we wanted to explore. We needed to be creative with our ideas while keeping level design intentions in mind. The curves characteristic of Art Nouveau could quickly interfere with gameplay intentions, so we had to be particularly mindful of that balance.[/p][p]Nevertheless, it was also our responsibility to conceptualize the atmosphere of each room and achieve the intended result based solely on the character’s navigation.[/p][p][/p][p][/p][carousel][/carousel][p][/p][h3]Challenges and Solutions[/h3][p]The main challenge was finding the right balance between art and level design. Many spatial and gameplay constraints had to be considered during environmental creation, such as enemy combat and the player’s path through each level. Large combat spaces were especially difficult to decorate, as we could not intrude upon the player’s combat zones. Communication with the level design department was a major asset to ensure everything functioned properly.[/p][p][/p][carousel][/carousel][p][/p][p]Ongoing collaboration with the narrative department also allowed us to enrich spaces according to specific themes and incorporate environmental storytelling elements that would not have existed without strong team communication.[/p][p][/p][p][/p][p]Another issue was scale. Large spaces made the protagonist and environmental objects appear very small. They also created additional lighting challenges since we wanted to favor natural lighting produced by the stained-glass windows placed throughout the rooms. As a result, environments often became too dark, and we had to introduce additional light sources to improve visibility.[/p][p][/p][carousel][/carousel][p][/p][p]Beyond spatial concerns, one of our worries was the limited number of environment artists on the team. Few of us specialize in environment modeling within Spire of Chaos: Arcana Unleashed, so tasks had to be distributed strategically.[/p][p][/p][p][/p][p]The intricate small details typical of Art Nouveau architecture were replaced with larger curved architectural pieces that optimized production time while still conveying the desired aesthetic. A strong solution for this curved architecture, while optimizing modular pieces, was to create a reusable base and layer large curved architectural elements on top. These also helped break the regularity of modular rooms.[/p][carousel][/carousel][p]A similar regularity was found in the materials, caused by the large spaces. This was addressed by adding rugs on the floors, incorporating trimsheet patterns, and using texture painting. Our texture workflow was optimized to facilitate production despite the limited number of environment artists. The use of smart materials accelerated the creation process and ensured visual consistency across assets.[/p][p][/p][p][/p][h3]Q&A[/h3][p]If you had to choose a tarot card, which one represents you best?[/p][p][/p][p]Théodore: The High Priestess, representing intuition, the subconscious, and mystery. I’m a spiritual person who believes in manifestation. The meaning of this card resonates with me.[/p][p][/p][p]Alice: The Chariot, representing willpower, control, and success. It was the first card drawn for me at the very beginning of the project, and I immediately felt it suited me well. I believe we can all turn our weaknesses into strengths, and all feedback is a source of learning.[/p][p][/p][p]William: The Lovers, representing love, harmony, and choice. This card reflects the balance between two parts of my life: being authentic in my choices and pursuing my passion for video games.[/p][p][/p][p]Alexandre: Death, representing change, transition, and release. I’m currently in a transitional period of my life with an uncertain future. Despite that, I hope it’s a positive change, with the end of my bachelor’s degree and the beginning of my career.[/p][p][/p][p]What is the best aspect of Spire of Chaos: Arcana Unleashed in your opinion?[/p][p][/p][p]Théodore: I may be a bit biased since I came up with the idea, but I love the Art Nouveau art direction because it stands out from other games in the industry.[/p][p][/p][p]Alice: The art direction. Even though the tower is a corrupted environment, it feels like a space I would want to live in.[/p][p][/p][p]William: The animations, because it’s the first time we’ve created everything from A to Z, and seeing the progression from concept art to fully animated characters is truly fascinating.[/p][p][/p][p]Alexandre: The observatory environment, because it’s very well decorated. The atmosphere feels cozy and believable.[/p][p][/p]

Level Design | Devlog #4

[p]Hello Magical People,[/p][p]In this week’s blog, we are going to talk about an essential element for a good 3D figthing game: level design. In a genre like souls-lite, many mechanics must be learned by the player, and this can be very challenging for a casual player. In a small university game like Spire of Chaos: Arcana Unleashed, learning must be clear and memorable as the player progresses, and the player must be able to test these mechanics directly after encountering them. Many factors come into play in level design, not to mention the additional constraints from other production departments. It is a pleasure to share with you in details this week the objectives of our different levels, their evolution throughout production, and their respective challenges.[/p][p][/p][h3]The Levels[/h3][p]Our game takes place in a tower, a literal representation of the Tower card from the Tarot deck, from which our protagonist draws her powers. However, we did not want it to be a conventional tower, for fear of limiting ourselves in the shapes of the levels and their scale. So we let our imagination run free, with the goal of breaking away from clichés in order to emphasize the themes to their fullest and to push the boundaries of reality by playing with unrealistic proportions.[/p][p][/p][p]During the ideation phase for developing the game’s levels, our objective was to define distinct aesthetics for each environment. Our two main themes, Tarot cards and Magical Girls, had already been established. As a result, visual directions that worked well with these esoteric themes were astronomy and art. Since the protagonist’s goal is to escape the tower by descending it, it made sense for the first level, representing the top of the tower, to be an observatory. After that, our protagonist can explore the art gallery, a level that allows us to establish environmental storytelling through the artworks displayed within it.[/p][p][/p][p][/p][p][/p][h3]The Challenges[/h3][p]One of the major level design challenges was creating a sense of descent within the environment in order to make the player feel like they are escaping the tower. Instinctively, and by mistake, we initially designed the first iterations of the levels with upward progression out of habit. We had to rework the levels several times to ensure that the feeling of descending was clearly experienced by the player.[/p][p][/p][p][/p][p]Moreover, understanding the game’s genre was essential in the level design process. The souls-lite genre requires us to plan spaces large enough to allow the player to perform their attacks without restriction. Beyond combat areas, we also had to ensure that players were given moments of rest by creating enemy-free spaces. This allows them to observe the environmental storytelling without being interrupted by enemy attacks. We also had to take artistic resources into account, as they would ultimately shape the levels. As a result, the environments needed to maintain a reasonable scale.[/p][p][/p][p]Additionally, throughout production, numerous iterations took place both in level design and in related departments that could impact the development of the rooms. For example, the creation of new enemies sometimes resulted in the addition of new spaces dedicated to teaching the player their mechanics. In fact, this project is the one that required the most level design iterations since the beginning of our degree. It is also worth noting that, on several occasions, work already started by one level designer could end up in the hands of another when necessary.[/p][p][/p][h3]In Details[/h3][p]The Observatory: This level needed to include several learning elements for the player, as it is the first level of the game. As such, it had to function partly as a tutorial, while also being engaging and memorable enough to draw the player into our universe. It was the first level we created and the one that underwent the fewest iterations.[/p][p][/p][p][/p][p]The Art Gallery: The challenges related to the Art Gallery reflect situations encountered throughout the entire production. At times, our level designers’ vision had to adapt to certain constraints, particularly those related to art assets or combat mechanics. This created environmental restrictions that made it difficult to achieve the desired result at the outset. However, certain layout elements still had to be respected in order to establish a gallery-like aesthetic, even before the level was populated with objects and props.[/p][p][/p][p][/p][p]The Solarium: This level did not have many changes since its creation at the beginning of production. In fact, the biggest challenge was stopping the expansion of the level. As it is the final level before the boss fight as well as the most spacious level, we had to be careful not to exceed our artistic resource limits. Another challenge related to this level was planning spaces without knowing whether there would be changes to the enemies design that could affect this level development. We intended to add or modify enemies depending on the time and resources allocated, making this level the most at risk of late-stage modifications during the final weeks of production.[/p][p][/p][p][/p][p]The Ballroom: During its design, the Ballroom was intended to contain more detailed environmental and visual elements. We wanted it to change between the antagonist’s different phases. Unfortunately, due to resource limitations, we had to cut these ideas and keep a simplified version of a large hall with enough space for combat.[/p][p][/p][h3]Solutions to these Challenges[/h3][p]As with most of the challenges related to this project, good communication was essential. Collaboration with other team members was crucial in finding solutions and reaching compromises. Furthermore, during level conceptualization, parallel work with environment artists played an important role in production to ensure that changes made would not interfere with others’ work. Finally, playtests were a decisive factor in identifying what was not working in the levels and, consequently, in allowing us to quickly iterate to resolve blocking issues.[/p][p][/p][h3]Q&A[/h3][p]If You Had to Choose a Tarot Card to Represent You, Which One Would it Be?[/p][p][/p][p]Kelly: The Page of Pentacles, which represents ambition, loyalty, and diligence. These elements align with my working approach. I also believe in the importance of learning.[/p][p]Ariane: The Star, which represents hope, spirituality, and optimisim. I am a creative person who values personal balance. These are also values that I brought into the project during my contribution to level design and other various elements.[/p][p]Hilary: The High Priestess, which represents intuition, the unconscious, and mystery. I am someone who enjoys learning and understanding situations as well as the people around me. In the context of Spire of Chaos: Arcana Unleashed, I particularly enjoy observing what people think of our game in order to improve myself.[/p][p][/p][p]Best Aspect of Spire of Chaos: Arcana Unleashed?[/p][p][/p][p]Kelly: Being able to change the difficulty is, for me, one of the strongest aspects of our student game. Personnally, I enjoy pushing myself when playing video games, so I appreciate that we can offer players a range of difficulty levels, allowing them to challenge themselves as well.[/p][p]Ariane: Environmental art in the levels is my favorite part of the project. The art direction, the aesthetic, and what they represent are aspects of our game that I really enjoy. Usually, art is the first thing I notice in a video game, and in my opinion, it is one of the game’s strongest points.[/p][p]Hilary: Definitely the environment! I am impressed by how our artists were able to transform simple gray blocks into something so beautiful.[/p][p][/p]

Management, Marketing and UX | Devlog #3

[p]A strong team is the foundation of a strong product—or in our case, a strong video game. We are fortunate to attend a university that prepares us for the realities of the job market and for the importance of communication, with all its ups and downs. Conflict resolution and respectful dialogue are therefore put into practice throughout our projects, allowing us to grow not only as future industry professionals, but also as human beings.[/p][p]In this weekly blog, we aim to give you insight into how a team composed entirely of newly qualified students manages its internal operations. You will also have the opportunity to learn how our final project, Spire of Chaos: Arcana Unleashed, came to life, as well as how we maintain a healthy work environment with 25 students working on their first major project. Finally, we will discuss the efforts accomplished in terms of the game’s marketing and user experience.[/p][p][/p][p][/p][p][/p][h3]The Project[/h3][p]Spire of Chaos: Arcana Unleashed was born in an environment many would consider competitive. During the first week of our final year, twelve game ideas were proposed by students. One month later, only two of those ideas were selected to move into production: Looters and Spire of Chaos: Arcana Unleashed.[/p][p]Originally titled Upside Down Arcana, the team was initially composed of four students before expanding to include a total of 25 members, all of whom had to adapt to the project and embrace the game’s identity in their own way. This final project represents 22 weeks of development, the result of our hard work, ultimately completing our last year of university.[/p][p]Learning to let go of our ideas is nothing new to us. Throughout our time at UQAT Montréal, this concept has been taught and put into practice on numerous occasions. It prepared us for the very moment of our final project, when many ideas were cut in order to retain only the two most achievable ones.[/p][p][/p][p][/p][p][/p][h3]Why Spire of Chaos: Arcana Unleashed?[/h3][p]We won’t hide the fact that, at first glance, a game built around a magical girl theme and tarot cards was not destined to appeal to everyone. It was a risk taken during the conception phase, but finding a way to attract a broader audience to these themes represented a challenge the team was eager to take on.[/p][p]To maximize their chances of success, the founding team ensured one vital element before entering production: adapting the game to the cohort’s skills and development preferences. At that stage, many aspects of the game’s direction were still undefined. As a result, the integration of new team members became a crucial step, allowing them to enrich and expand upon the project’s original vision. Thanks to their contributions, Spire of Chaos: Arcana Unleashed was able to reach the next level.[/p][p][/p][h3]Integration and Communication[/h3][p]The team was aware of the elements that were still missing in the game’s conceptualization before bringing the 17 new members onto the project. We did not yet have a clear idea of the artistic direction, the mechanics, or certain other aspects of gameplay. For this reason, the integration of the new teammates was essential to the project, as well as their understanding of our objectives, so that they could then propose changes and new ideas. Since the team was now larger, strong communication was fundamental to ensuring that everyone felt welcomed and could easily take ownership of Spire of Chaos: Arcana Unleashed. One of our priorities was making sure that everyone had a voice in the game’s development. In fact, many things changed significantly during the first week of integration: among other things, the surrealist art direction shifted to Art Nouveau, and the game genre evolved from Hack and Slash to Souls-Lite.[/p][p][/p][p][/p][h3]Management[/h3][p]Another important point is ensuring that each team member’s objectives are understood. One person may aim to refine their portfolio with what they create for the game, while another simply wants to do what is necessary to earn their diploma. All of these reasons are legitimate, and it is the managers’ responsibility to take all of these factors into account when planning the project. We must understand everyone’s motivations and the level of effort they wish to contribute in order to better organize the workload.[/p][p]It is important to truly know one another when working on a large-scale project, especially from a management perspective. We are fortunate to have two managers overseeing different sides of production based on their specialization—one in art, the other in design—and who have known each other since the beginning of the program. They have worked together on several other projects throughout their degree, whether on academic assignments or Game Jams, and these shared experiences contribute to a positive team atmosphere and strong communication overall. Thanks to this good communication between departments, which can sometimes be delicate due to a lack of understanding of each other’s work, misunderstandings are resolved quickly and without difficulty. We have also come to realize that having knowledge in a department other than our own greatly helps in managing future issues.[/p][p]To help prevent communication-related misunderstandings, we strongly believe that organizing team activities that bring together all departments helps break the ice between individuals who would not normally interact. When returning to production, these team members will have had the opportunity to get to know one another and will feel less hesitant to share information with colleagues, encouraging a healthier and more collaborative work environment.[/p][p][/p][p][/p][h3]Marketing[/h3][p]The marketing strategy for Spire of Chaos: Arcana Unleashed is somewhat different from other typical games because it is a production developed within an academic context. This means we must of course consider the work that has been created, but even more importantly, the people behind the project. They are remarkable individuals who work extremely hard, and we want to highlight them.[/p][p]Additionally, in the current state of the industry, we must put in twice the effort to stand out in the eyes of studios. Almost all of us are currently seeking internships and/or employment, so the marketing of our game must showcase the team’s talents just as much as the game itself.[/p][p][/p][h3]User Experience[/h3][p]Even though our game may initially appear feminine in its themes, our goal is to reach a diverse audience and ensure that it is accessible to a lot of people. We value all feedback in our effort to improve the game while also refining our own skills. Although some opinions may not necessarily be applicable to our project, we remain attentive to each of them and, in all honesty, we truly want to hear your thoughts on our progress.[/p][p][/p][p][/p][p][/p][h2]Q&A[/h2][h3]If You Had to Choose a Tarot Card to Represent You, Which One Would it Be?[/h3][p][/p][p]Jonathan: The Hermit, which represents wisdom, solitude, and calm. I tend to isolate myself, but this project is teaching me to communicate with my teammates when I believe the information is important.[/p][p][/p][p]Victoria: The Fool, which represents innocence, freedom, and the journey. I live in the present, minute by minute, second by second. I also enjoy discovering new experiences, especially through travel.[/p][p][/p][p]Rafaëlle: The Queen of Swords, which represents intelligence, critical thinking, and honesty. I am someone who values knowledge and intellect. I am honest and follow my principles closely. I make decisions based on logic and reasoning.[/p][p][/p][p]Béatrice: Justice, which represents truth, fairness, and, of course, justice. I discovered a passion for project management, through which I maintain a strong sense of fairness and ethics. I stand for decisions based on logic rather than emotion. In my personal life, I also seek to find inner balance.[/p][p][/p][h3]Best Aspect of Spire of Chaos: Arcana Unleashed?[/h3][p][/p][p]Jonathan: The options menu, because in student projects, it’s usually one of the aspects that gets done last. In this project, however, we refine on it and take it into account from the very beginning.[/p][p][/p][p]Victoria: Seeing the evolution of the game through everything we’ve learned and applied. Also, the fact that it’s our game and that we’ve been able to influence it before making it available to the general public.[/p][p][/p][p]Rafaëlle: The team, the communication, and the mutual respect we share. I feel motivated to work on the project because of the team’s incredible atmosphere.[/p][p][/p][p]Béatrice: I’m proud of the game’s final presentation and of how the concept evolved into production. I’m also proud of the gameplay challenge we set for ourselves, as well as the theme we chose and how we brought it to life.[/p]