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The Lost City: Stone Keeper

Isometric action-adventure game

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)

Promotional Images

Concept Art

Photos

Videos

Release Trailer
Full Gameplay

Team

Clement Garcia
Clement GarciaMe
Lead Developer, Game Designer, Level Designer
Theo Carouge
Theo Carouge
Developer, Level Designer
Jeremy Ferreira
Jeremy Ferreira
Gameplay Developer
Alix Granlin
Alix Granlin
Artist
Lea Hoaraux
Lea Hoaraux
Artist
Xavier Gappe
Xavier Gappe
Artist
Oscar Durandd
Oscar Durandd
Artist
Chloe Dumas
Chloe Dumas
Sound Designer
Landy Rakotomalala
Landy Rakotomalala
Sound Designer