
{"id":4921,"date":"2019-06-15T10:28:42","date_gmt":"2019-06-15T08:28:42","guid":{"rendered":"https:\/\/studio.ican-design.fr\/?p=4921"},"modified":"2021-05-17T16:17:21","modified_gmt":"2021-05-17T14:17:21","slug":"lost-in-blindness","status":"publish","type":"post","link":"https:\/\/studio.ican-design.fr\/lost-in-blindness\/","title":{"rendered":"Lost in blindness"},"content":{"rendered":"<p>Lors de sa jeunesse, Alex subit un traumatisme le rendant aveugle. Des ann\u00e9es plus tard, il re\u00e7oit un myst\u00e9rieux message de Laura, qui a disparu depuis son accident&#8230;<br \/>\n<!--more--><\/p>\n<h2>\u00c9quipe<\/h2>\n<p>Luc Lachages : Graphiste \/ lacharges@gmail.com<br \/>\nFlorian Noir : Programmeur \/ florian.noir@gmail.com<br \/>\nThomas Pilling : Game Design, Sound Design \/ thomaspilling@hotmail.fr<br \/>\nHugo Villette : Game Design, Documentation \/ hugovillette@hotmail.fr<\/p>\n<h2>Concept<\/h2>\n<p>\u201cLost in Blindness\u201d est un jeu d\u2019exploration et de r\u00e9solution de Puzzle dans lequel le joueur est rapidement priv\u00e9 de l\u2019un de ses sens : la vue.\u00a0 Pour se rep\u00e9rer dans l\u2019espace de jeu, il aura alors l\u2019obligation d\u2019utiliser un autre de ses sens : l\u2019ou\u00efe.<br \/>\nDans ce but, l\u2019utilisation d\u2019un son binaural avec de l\u2019\u00e9cholocation est primordiale et permet de challenger le joueur dans sa capacit\u00e9 d\u2019\u00e9coute et de retranscription des informations sonores en informations spatiales. Ces fonctionnalit\u00e9s ont pour objectif d\u2019exp\u00e9rience globale de permettre \u00e0 des joueurs non-voyants de vivre une exp\u00e9rience ludique adapt\u00e9e \u00e0 leur handicap; et \u00e0 des joueurs voyants de vivre une exp\u00e9rience singuli\u00e8re, entre jeu et simulation.<\/p>\n<p><a href=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness05.jpg\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" class=\"alignnone wp-image-4942 size-full\" src=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness05.jpg\" alt=\"\" width=\"839\" height=\"821\" srcset=\"https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness05.jpg 839w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness05-300x294.jpg 300w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness05-768x752.jpg 768w\" sizes=\"(max-width: 839px) 100vw, 839px\" \/><\/a><\/p>\n<h2>M\u00e9caniques de jeu<\/h2>\n<p><strong>D\u00e9placement<\/strong><br \/>\nL&#8217;avatar se d\u00e9place dans un environnement en 3D \u00e0 360\u00b0. Pour aider le joueur \u00e0 comprendre l\u2019espace dans lequel il se d\u00e9place, un syst\u00e8me de vibration a \u00e9t\u00e9 pens\u00e9 et mis au point&#8230; Plus le joueur sera proche d\u2019un mur, plus la vibration sera importante. Et, si ce dernier collisionne avec un mur, cette vibration sera alors maximale. De plus, la vibration est localis\u00e9e. Si le joueur fr\u00f4le ou heurte un mur sur sa gauche, la manette vibrera sur la gauche. Il en est de m\u00eame pour la droite. Dans la m\u00eame logique, s\u2019il rentre en collision de face ou de dos avec un obstacle, les deux c\u00f4t\u00e9s vibreront&#8230;<\/p>\n<p><a href=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness01.jpg\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" class=\"aligncenter wp-image-4929\" src=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness01.jpg\" alt=\"\" width=\"505\" height=\"271\" srcset=\"https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness01.jpg 848w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness01-300x161.jpg 300w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness01-768x412.jpg 768w\" sizes=\"(max-width: 505px) 100vw, 505px\" \/><\/a><br \/>\n<strong>La balise<\/strong><br \/>\nLa m\u00e9canique de balise permet au joueur de mieux percevoir son environnement en pla\u00e7ant un \u00e9metteur fixe dans l\u2019espace qui \u00e9mettra des bips successifs plus ou moins rapproch\u00e9s selon la proximit\u00e9 du joueur avec celui-ci, \u00e0 la mani\u00e8re d\u2019un radar de proximit\u00e9. En pla\u00e7ant cette derni\u00e8re dans un environnement, le joueur aura \u00e0 sa disposition un rep\u00e8re fixe qu\u2019il pourra placer librement \u00e0 la mani\u00e8re d\u2019un fil d\u2019Ariane, ou d\u2019un t\u00e9moin de passage. Le son qu\u2019elle \u00e9met est soumis aux variations ( cf. Sound Design) dues \u00e0 l\u2019obstruction via l\u2019environnement&#8230;<\/p>\n<p><a href=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness02.jpg\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" class=\"aligncenter wp-image-4931 size-full\" src=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness02.jpg\" alt=\"\" width=\"848\" height=\"455\" srcset=\"https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness02.jpg 848w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness02-300x161.jpg 300w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness02-768x412.jpg 768w\" sizes=\"(max-width: 848px) 100vw, 848px\" \/><\/a><\/p>\n<p><strong>\u00c9cho long<\/strong><br \/>\n<strong><a href=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness03.jpg\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" class=\"alignleft wp-image-4933\" src=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness03.jpg\" alt=\"\" width=\"93\" height=\"273\" srcset=\"https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness03.jpg 270w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness03-102x300.jpg 102w\" sizes=\"(max-width: 93px) 100vw, 93px\" \/><\/a><\/strong>En maintenant l\u2019input un \u00e9cho long est d\u00e9clench\u00e9. Celui-ci fonctionne comme un signal sonore continu qui varie selon la proximit\u00e9 d\u2019un mur. Lorsqu\u2019un mur est proche, ce signal sera aig\u00fce et deviendra de plus en plus grave au fur et \u00e0 mesure que cette distance grandit.<\/p>\n<p>Cette variation permet aux joueurs qui le souhaitent de maintenir un seul input pour obtenir plusieurs informations sur l\u2019espace qui l\u2019entoure.<\/p>\n<p><strong>\u00c9cho court<\/strong><br \/>\n<a href=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness04.jpg\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" class=\"alignleft wp-image-4934\" src=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness04.jpg\" alt=\"\" width=\"186\" height=\"122\" srcset=\"https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness04.jpg 674w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness04-300x197.jpg 300w\" sizes=\"(max-width: 186px) 100vw, 186px\" \/><\/a>En appuyant sur l\u2019input d\u2019\u00e9cho, l\u2019avatar du joueur lancera, droit devant lui ( point fixe selon l\u2019orientation de l\u2019avatar ) un son qui ne sera \u00e9mis que lors de la collision avec un \u00e9l\u00e9ment. Ce son a un temps de parcours qui est fixe et ne varie jamais tout au long de l\u2019exp\u00e9rience de jeu. De ce fait, plus un son envoy\u00e9 mettra du temps \u00e0 \u00e9mettre le son spatialis\u00e9 li\u00e9, plus le joueur aura l\u2019information comme quoi l\u2019\u00e9l\u00e9ment en face de lui est \u00e9loign\u00e9.En multipliant l\u2019envoi d\u2019\u00e9cho dans plusieurs directions, le joueur aura une multitude d\u2019informations sur l\u2019espace qu\u2019il explore. En assemblant cette masse d\u2019informations, une cartographie mentale sch\u00e9matique de l\u2019espace sera possible.<\/p>\n<h2>La narration<\/h2>\n<p><em>Lors de sa jeunesse, Alex subit un traumatisme le rendant aveugle.<\/em><em> Des ann\u00e9es plus tard, il re\u00e7oit un myst\u00e9rieux message de Laura, qui a <\/em><em>disparu depuis son accident&#8230; <\/em><em>Il n\u2019y a aucune garantie que ce message provient bien d\u2019elle\u2026 mais<\/em><em> une pulsion inexpliqu\u00e9e, une intuition, le poussent \u00e0 v\u00e9rifier cette<\/em><em> piste par lui-m\u00eame&#8230;<\/em><\/p>\n<p>La narration est l\u2019une des esth\u00e9tiques les plus importantes dans \u201cLost in Blindness\u201d. Elle doit permettre au joueur une immersion totale dans l\u2019aventure v\u00e9cue par Alex, et maintenir la curiosit\u00e9 du joueur \u00e0 vouloir comprendre les tenants et les aboutissants de cette histoire.<br \/>\nLa narration contextualise des \u00e9v\u00e9nements menant le h\u00e9ros \u00e0 se lancer dans l\u2019aventure, que cela soit via le souvenir du moment de la perte de la vue, ou l\u2019apprentissage di\u00e9g\u00e9tique des m\u00e9caniques&#8230;<\/p>\n<p>Chapitre 1 &#8211; Parc pour Enfants<br \/>\nChapitre 2 &#8211; Bureau du m\u00e9decin<br \/>\nChapitre 3 &#8211; Chambre d\u2019Alex<br \/>\nChapitre 4 &#8211; Arriv\u00e9e au temple<br \/>\nChapitre 6 &#8211; La Crypte<\/p>\n<h2>Level Design<\/h2>\n<p>Dans \u201cLost in Blindness\u201d, le level design vient servir l\u2019ensemble de l\u2019exp\u00e9rience offerte au joueur et permettre \u00e0 ce dernier d\u2019\u00e9voluer dans les chapitres successifs en ad\u00e9quation avec l\u2019esprit g\u00e9n\u00e9ral du jeu. Le Level Design doit alors \u00eatre pens\u00e9 de fa\u00e7on \u00e0 faciliter le d\u00e9placement du joueur sans visuel et \u00e0 rendre l\u2019utilisation des m\u00e9caniques int\u00e9ressante pour ce dernier. <strong>Chacun des chapitres offre au joueur un paysage sonore diff\u00e9rent et des challenges de natures vari\u00e9es.<\/strong><\/p>\n<h2>Design sonore<\/h2>\n<p>Notre principale intention est d\u2019avoir un univers uniquement sonore dans un style r\u00e9aliste pour offrir une exp\u00e9rience immersive la plus proche possible de ce que peut percevoir l\u2019oreille humaine.<br \/>\nL\u2019id\u00e9e est de penser les ambiances pour coller aux \u00e9motions et aux lieux tout en restant en retrait par rapport aux sons d\u2019int\u00e9r\u00eat li\u00e9s au gameplay. Cela permet de d\u00e9gager un tableau sonore v\u00e9hiculant des sentiments dans lesquels on souhaite plonger le joueur priv\u00e9 de sa vue&#8230;.<\/p>\n<p><a href=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness07.jpg\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" class=\"alignnone wp-image-4944 size-full\" src=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/lostInBlidness07.jpg\" alt=\"\" width=\"1200\" height=\"686\" srcset=\"https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness07.jpg 1200w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness07-300x172.jpg 300w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness07-768x439.jpg 768w, https:\/\/studio.ican-design.fr\/ecole-infographie\/sites\/3\/2019\/06\/lostInBlidness07-1024x585.jpg 1024w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/a><\/p>\n<p><strong>Propositions\/ Syst\u00e8me sonore &#8211; Fmod et Resonance Audio<\/strong><br \/>\nResonance audio permet une fois int\u00e9gr\u00e9 dans Fmod de mieux g\u00e9rer la spatialisation de nos sons : distance d&#8217;att\u00e9nuation, diffusion, occlusion, direction etc, le tout en binaural donc avec une meilleure qualit\u00e9 vis-\u00e0 vis-du joueur qui \u00e9coute les sons dans l&#8217;environnement&#8230;<\/p>\n<p><strong>Variations<\/strong><br \/>\nDe tr\u00e8s nombreuses automations sont pr\u00e9sentes dans Fmod pour permettre au syst\u00e8me de r\u00e9agir aux interactions du joueur. Par exemple, les bruits de pas varient selon la surface travers\u00e9e parmi une dizaine de bruits diff\u00e9rents et pr\u00e9sentent une r\u00e9verb\u00e9ration selon l\u2019espace autour du joueur&#8230; Le but de ces variations est de donner au joueur une exp\u00e9rience immersive proche du r\u00e9el bien qu\u2019 exag\u00e9r\u00e9e pour rendre les informations claires et sans ambigu\u00eft\u00e9s&#8230;<\/p>\n<h2>Liens<\/h2>\n<p>Mail : <a href=\"mailto:unseeninteractive@gmail.com\">unseeninteractive@gmail.com<\/a><br \/>\nSite : <a href=\"https:\/\/www.unseeninteractive.com\/\">https:\/\/www.unseeninteractive.com\/<\/a><br \/>\nItch.io : <a href=\"https:\/\/unseen-interactive.itch.io\/lost-in-blindness\">https:\/\/unseen-interactive.itch.io\/lost-in-blindness<\/a><br \/>\nFacebook : <a href=\"https:\/\/www.facebook.com\/UnseenInteractive\/\">https:\/\/www.facebook.com\/UnseenInteractive\/<\/a><br \/>\nTwitter : <a href=\"https:\/\/twitter.com\/Unseen_Interact\">https:\/\/twitter.com\/Unseen_Interact<\/a><\/p>\n<p>Et pour une <strong>pr\u00e9sentation compl\u00e8te du projet <em>Lost in blindness<\/em><\/strong>, un <em>Game design document<\/em> complet et de qualit\u00e9 \ud83d\ude09 <a href=\"https:\/\/studio.ican-design.fr\/studio-ican-images\/sites\/3\/2019\/06\/GDD_LostInBlindness.pdf\" target=\"_blank\" rel=\"noopener noreferrer\">&gt; GDD_LostInBlindness<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Lors de sa jeunesse, Alex subit un traumatisme le rendant aveugle. Des ann\u00e9es plus tard, il re\u00e7oit un myst\u00e9rieux message de Laura, qui a disparu depuis son accident&#8230;<\/p>\n","protected":false},"author":12,"featured_media":5015,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[19,20],"tags":[461,219,65,32,458,459,460],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v21.5 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Lost in blindness | Studio ICAN<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/studio.ican-design.fr\/lost-in-blindness\/\" \/>\n<meta property=\"og:locale\" content=\"fr_FR\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Lost in blindness | Studio ICAN\" \/>\n<meta property=\"og:description\" content=\"Lors de sa jeunesse, Alex subit un traumatisme le rendant aveugle. 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