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Cry of the Fox is a game about a stray fox, trying to escape a post-Apocalyptic Paris.

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During Cry of the Fox pre-production, I made a lot of prototypes, mainly for the Jump, Enemy, Prey and Player. During production, I integrated the animations with the player blueprint, designed the jump, enemy and player metrics and did the bulk of the QA work. Along with this I was Design Lead for the last half of production where I kept oversight over a team of 7 Designers.

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16 Weeks

19 People

Roles:

  • Design Lead (4w)

  • Technical Design

  • QA & Building

Unreal Engine 5

The jump in Cry of the Fox works more like a mantling system. This was done to enhance the feeling of playing like a fox while also restricting player agency. The mantle worked on a system that takes into account, distance, movement direction and camera direction in order to create the most natural feeling gameplay.

The mantling in the final release. 

Mantling

The jump at the end of pre-production

To get a good foundation for the camera I looked at other games, mainly Stray and Spirit of the North, for reference. I then made several camera setups by applying the Thirds Method to the references and prototypes. These were then tested and iterated upon until we had a camera that worked optimally for the player.

Player Controller

Next to the jump, our strike team also worked on the player character for the majority of the project. This included the Camera, Character and Controls (3C's). This included early prototyping, design and implementation of the Character and Controls. The main challenge here came from working with a quadruped which makes the movement and animations far more time consuming.

Stray (BlueTwelve Studios, 2022)

Spirit of the North (Merge Games, 2020)

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