Barren Lands is an atmospheric narrative-driven game taking place in a post apocalyptic desert. Between reality and madness, this game proposes to embody a character who is loosing their mind because of loneliness.
This game was developed in 2021 over a period of three month, by three game design students.
This project gave me the occasion to focus on the design of empty spaces, and the atmosphere that can emerge from it.
Light, colors and size of objects were important criteria to take into consideration.
- Find a coherent and solid game aesthetic
- Assets modeling and texturing
- Lighting and post processing of the entire game
- Music composition & Sound Design
warm desert area
Desert's assets collection & wireframe
Cold desert area
Boat asset & wireframe
Inside - Playdead
Journey - Thatgamecompany
Blade Runner 2049 - Denis Villeneuve
Ui Design / The phone
- Too much dirt on the screen (Dialogues can be hard to read)
- Screen not enough large for the sentences
- Touching the screen in order to select right answer is not well communicated
- Touch screen option doesn’t make sense with an old phone
- Buttons are calling the players to interact with it but don’t offer any option
- Players still don’t fully understand they should use one of the two button to select an answer
- It seems to be easier for the players to understand that they have to use one of the button to select an answer
Mylène Ben Osman (Lead Artist, Environment Artist, Sound Designer)
Daniel Røskaft (Lead Narrative Designer, Game Designer)
Martim Grosner (Coder)
Gereon Plättner (Shader Artist)
Martin Bremer (Music Composer)
Mylène Ben Osman
is a Visual Artist & Game Designer based in Berlin, Germany.
Her work essentially focuses on environment art and the creation of meaningful games and experiences.
Mysteries of the mind and dark nature are themes that are often represented in her creations. And used to convey strong emotions to her audience.