L'Amerzone

๐Ÿ’Ž Pitch

Young journalist, you are entrusted with a crucial mission: to cross the globe to reach the heart of a distant and mysterious country...

Your objective: to bring back the last egg of the mythical "Great White Birds," whose legend says they are intimately linked to the fate of the only country that shelters them, a land with flora and fauna as strange as they are dangerous, ravaged by years of bloody dictatorship.

๐ŸŒŸ Introduction

Embark on a quest for the Great White Birds in a mysterious land filled with secrets. Answer the call of exploration by traveling through the Amerzone, a forgotten country in Latin America, to fulfill the final wishes of a fallen explorer.

L'Amerzone The Explorer's Testament is a true call to travel, a dreamlike quest that transports players into a strange world filled with enigmas, where nature has reclaimed its rights.

L'Amerzone, is the remake of Benoรฎt Sokal's cult game released in 1999, with over 1 million copies sold worldwide and a pioneer of adventure games.

In this adventure and exploration game, the player has to explore and discover a land filled with mysteries and secrets, in hyper-realistic environments and a unique atmosphere where dreams compete with wonder.

I work on this project for few weeks only during my Internship at Microรฏds Studio Paris (MSP), I had no particular objective as amazed I was from the game and universe, I wanted to discover and explore it.

The production of the game was already advanced so I had really specific tasks on it, mostly to help the good continuation of the developpement of it.

Featured Concept Art

๐Ÿ‘พ Gameplay

L'Amerzone is an exploration and adventure game where the player will slide from areas to areas, clicking on the screen on different arrows to move him from scenes to scenes.

Collecting objects, documents and even radio recordings. The player will be able to interact a lot with his surrounding. Also having an inventory and journal will able the player to use all thoses objects and read again the hits or lore pages to succed into advancing in the game.

The game being narrativly driven, a lot of mini cutscenes and events will occurs, leading the player into new environments and areas to discover and explore.

๐Ÿ‘จโ€๐Ÿ’ป What I've realized on the project

Featured Concept Art Featured Concept Art
  • Listing and sorting all the interactibles

    I had the chance to work on that project only during few weeks, my main tasks were to ease the life of the main Game Designer of the project by sorting all the informations and making it more clear.

    Mainly, I made multi documents containing all the objects, their use, when the player obtain them, where to use them.. If there is a text on it or interactions directly on the objects. And if the player keep or not the object after using it / moving from a chapter to another.

  • Playtesting

    Since the project was already really advanced, I had the chance to playtest the game entirely.

    By making me do so, Romain, the Lead Game Designer of the project wanted me to try and see if there were any incoherence in the texts, in the lore, interactions or order of the story in the game.

    I also found bunch of bugs and issues that helped a lot fixing some of the blocking points in the game.

    To finish, playtesting that way helped them also making sure that a new player, knowing nothing from the story, game or it's universe was able to understand and find out the solutions for each little enigmas and puzzles.

    It was mostly to add or not some hints in the game to help the players not getting lost at every new puzzle or areas.

this slowpoke moves this slowpoke moves

๐Ÿ“Œ Lessons Learned

I learnt quickly the importance of documenting and sorting everything in a project, whichever the size is, to make sure nothing is lost, and more important, that everyone has the same view on each parts.

Making sure that the mechanics, puzzles and features are understandables by everyone, some hints can be pleasant in games, but it has to have the right balance, not too easy nor too hard

โšก Quick infos

Project made on Unity, I had the chance to work on it for 1 month

The game playable from the Steam Page below!

Tech logo

Unity

Steam Published

About logo

Adventure

Action

Narrative

About logo

Big Project

During Internship

Participated for 1 Month

Reach out via email to collaborate !

Alexandre Foussat

Game Designer

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