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All Is Gray

All IS Gray
(school)

THE PROJECT

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All Is Gray is a turn-based, third-person infiltration game. The player embodies different civilians through several scenes that follow one after the other. Each storyline is independent and allows the player to dive into the daily life of several civilians who are going through high-risk situations in a war zone.

 

Our play is guided by two strong intentions

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“Representing the suffering of civilians residing in war zones.”

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“What happens elsewhere can happen at home and will affect us in the same way.”

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  • Genre: Infiltration & strategy

  • Platform: PC

  • ​Engine: Unreal Engine 5

  • Work time: 13 months

My work

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I worked on "All Is Gray" as Narrative Designer from October 2021 to June 2023. During 2023, I also took on the role of Vision Bearer on the project.

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  • The context

    • Searching for our type of narrative.​

    • Finding the location of the game.

    • Development of the world.

    • ​Creation of documentation related to these elements.

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  • The intent video

    • Search for images and music for the video making-of.

    • Editing of these different elements to create the video.

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  • Narrative features

    • Creation of different features to highlight our fantasy​​.

    • Creation of the appropriate documents to be able to prototype them.

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  • The scenes

    • Creation of the template to create these scenes easily.

    • Definition of narrative intent.

    • Definition of characters, place and main objective.

    • Writing of the pitch to present the scene.

    • Definition of the scene place in our game (according to its complexity, what it tells, etc.).

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  • The introduction of our game

    • Research on the different ways to introduce the context of our game from the first seconds of our game.

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  • The characters​

    • Creation of playable characters in each scene

    • Creation of non-playable characters

    • Writing the background of each character.

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  • Dialogs 

    • Definition of dialogue functionality, in accordance with our type of game.

    • Writing dialogues related to the characters

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  • Narrative coherence

    • Analysis of the game to ensure that there are no weaknesses in the overall consistency of the game experience.

    • Playtesting the game to be able to see from the player's point of view the potential shortcomings in the story we want to tell

    • Creation of documentation in order to overcome these problems, and to allow Game Designers, Game Artists and Level Designers to have a solid base to be able to create and correct these problems.​

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  • The cinematics

    • Creation of 4 narrative cutscenes using Unreal Engine 5. Use of Timeline and Blueprint to create movement and dialogue with characters.

    • Creation of 6 "Objective" cutscenes to guide the player. Use of camera movements, in particular "Camera Rig Rail".

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  • Project vision

    • Redefinition and refinement of the overall vision of the project following feedback on the prototype at the end of mid-production.

    • Managing the clarity of the team's vision of the project so that each member knows where the project is heading.

    • Regular meetings with the various team departments (Art, Game Design, Level Design) to supervise the transmission of the vision into the game via these different departments.

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​​​​THE TEAM

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  • Simon PICARDAT – Producer & Game Designer

  • Rémi SÉCHER – Vision & System Designer

  • Lucas DEUTSCHMANN – Game Designer & Level Designer

  • Charles BENTEIN – Level Designer

  • Fanny MINNICINO – Artistic Director & Character Artist

  • Marc CUDENNEC – 3D Artist

  • Anaïs LACHI – Environment Artist

  • Samuel DUBOIS – Lead Game Programmer

  • Aubane RITTANO – Technical Artist

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