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Escape Time
(school)

The project​

 

"It all starts with a mysterious invitation to this shabby hotel. As you walk through the door, you find yourself in a strange place, on the border of different time frames. To escape, find your way out by through different rooms. However, the path will be difficult: many riddles will block your way. Welcome to "Escape Time".

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"Escape Time" is built on the classic principles of traditional escape games, where the goal is to solve puzzles to escape a room. In this game, however, players travel through time by stepping through the doors of a mysterious hotel. They find themselves in iconic locations, such as the Library of Alexandria or the Titanic, and must find a way to escape.

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Our goal with this mobile escape game was to fully leverage the features of a smartphone, such as "swiping" to search the room and interact with objects. We also integrated physics-based mechanics into the swiping functionality to create unique and original puzzles, as demonstrated in the accompanying images.

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  • Genre: Puzzle game

  • Platform: Mobile

  • Engine: Unity

  • Work Time: 6 months

My work

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On this project, I was in charge of the management in addition to my role as Game & Narrative Designer:

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  • Management

    • Establishing a production method.

    • Creating a pre-production, production and post-production pipeline.

    • Managing the team and the team's Trello.

    • Scheduling meetings and taking minutes.​​​

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  • Gameplay

    • Creation of the Macro Gameplay loop.​

    • Creation of the Game Design Document.

    • Deepening of the light and fluid mechanics.

    • Creation of puzzles related to these two mechanics and distributed in the 9 rooms of the game.

    • Organization of playtests.​

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  • Narrative

    • Creation of the context of the game and the main narrative.

    • Creation of the two chapters of the game (Alexandria and Titanic)​.

    • Researching the short stories that follow from these chapters.

    • Writing of narrative elements (notes, documents, etc.).

THE TEAM

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  • Roman DETUE – Vision Holder, Programmer, UX Designer

  • Gauthier GOBERT – Level Designer, Puzzle Designer

  • Samuel DUBOIS – Lead Programmer

  • Marco LANDO – Art Director, Technical Artist, UI/UX Designer

  • Marine MAZURIER – Technical Artist, Environmental Artist

  • Marion GIUSEPPIN – Game Art, Animation

  • Fanny DUFOUR – Environmental Artist

© 2025 by Théo Valet. Created with Wix.com

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