Kundalini was created during 2 intensive weeks, organized in partnership with GameLoft. It was made by a 20 student team, for the year 2015-2016.
Kundalini is an oniric game, based more on feelings and the flow rather than on complexe gameplay mechanics. The avatar climbs automatically on the dragon, he can turn around it. He can also jump, go underwater and spin to avoid the obstacles.
The main intention was to make a poetic game, based on a oniric story. It was interesting to work on the game concept, because we wanted an "arcade" gameplay, with multiple controls so the player can have fun controlling the avatar, and riding the dragon. But it didn't seem to match with the idea of a poetic game. So we had to work on the environmental narration, the graphical aspect, the camera and the gamefeel to provide this poetic aspect.
This was the first time that I worked with a big team, on an intensive work flow and I learned a lot about the producing aspect of a game, and the agile management method.
Roles | Game design - Music |
Genre | Poetic runner |
Engine | Unity |