The Lost City: Stone Keeper
Dive into an epic adventure through the mysteries of Atlantis. Inspired by the captivating style of Tunic, this title transports the player to a fantasy world filled with wonders and dangers.
Explore ancient ruins, fight mythical creatures and uncover the secrets of the legendary sunken city.
A personal project that became a collective adventure
Stone Keeper is a project that is particularly close to my heart - it’s a game I’ve been imagining and wanting to create for a long time. Originally, it was a personal concept that I proposed as the basis for our end-of-year project at E-artsup. This dream came true thanks to a motivated and passionate team, with whom we brought this universe to life in just two months of intense production.
For me, this project represents much more than a simple academic exercise: it’s the first game that I really carried, technically directed and shaped from start to finish - from the initial vision to the playable version. I take great pride in the final result, both for the quality achieved and for the human cohesion that accompanied its creation.
Context
End-of-year project concluding my second year at E-artsup.
During 2 months of production, I ensured technical development, team coordination and project structuring.
My Contributions
Development (Gameplay & Systems)
- Project initialization: architecture, operating model, UML structuring
- Camera: using Cinemachine for an isometric/perspective view with dynamic transitions
- User interface: health and stamina bars, menus (pause, title, credits)
- Persistent data system: saving and loading player data
- Interaction system: interactive objects with extensible behaviors
- Trigger system: flexible architecture used in level design
- Damage system: extensible architecture for managing damageable entities
- Audio system: creating an Audio Alias System facilitating sound management and reuse
- Specific gameplay systems: Heal Pool, Characteristic Upgrade, boss phases
Tech Art & Shaders
- Light Cookie Material: dynamic projection shader (scroll, mask, color)
- Water Simulation: wave shader based on Gerstner Waves, with foam and advanced parameters
- Material Interactable Object: shader for interactive objects with adaptive visual effects
- Material Character: extended URP shader (damage effects, invincibility, wind, focus)
- Post-Process Transition: dynamic visual transitions between volumes via triggers
Game Design & Level Design
- Design of main areas: intro, HUB, dungeon 1, dungeon 2 (prototype), final boss
- Design of gameplay mechanics and universe consistency
- Writing the Game Design Document and defining key mechanics
Management & Agile Methods
- Implementation of agile organization: planning, sprint management and weekly follow-up
- Definition of production pipeline (Trello, Git, Discord) and integration standards
- Project quality monitoring (bug fixing, rapid iterations)














































