When love blossoms, it awakens in us a gentle excitement, like butterflies dancing in the depths of our being. But when that love fades, the butterflies fly away, leaving behind a great distress.
Play as one of the last butterflies in this contemplative 3D platformer. Explore various worlds filled with chaos and inspired by the emotions of anger, fear, and sadness, combining dexterity and precision. Use your wings and powers to uncover the cause of this upheaval and restore the serenity in Insula.
Platform : PC Windows
Type : Contemplative Paltformer
Camera : 3rd Person
Controls : Keyboard / Mouse
Target : Casual
Insula is the final year project I worked on as a Game Designer, Narrative Designer, Level Designer, and Programmer during my second year of the Master’s program in Game Design at 3iS Paris. Our team consisted of 12 people, including 4 Sound Designers, 6 3D Game Artists, 1 2D Game Artist, and 1 Game Designer.
For this project, Game Feel and Narrative Design were my two priorities. Therefore, I had to thoroughly consider the game mechanics, focusing primarily on the character’s movements, which greatly influence player satisfaction, especially in a platformer game.
Designing the Universe Bible allowed me to lay a true foundation for the main storyline of the game. Whether for creating dialogues or environmental storytelling, it has been the keystone of the narrative.
As mentioned earlier, Game Feel was my watchword for this project. A platformer game in which movement isn’t enjoyable is, indeed, destined to be ditched.
The character can not only run and walk but also glide. This last movement mechanic evolves throughout the game. The butterfly you play begins the adventure with mostly destroyed wings, preventing him from gliding properly. However, as the levels progress, his wings gradually rebuild, allowing him to glide farther and make some platforming phases easier.