💎 Pitch
Young journalist, you are entrusted with a crucial mission: to cross the globe and 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.
🌟 Introduction
Embark on a quest for the Great White Birds in a mysterious land full of 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 invitation 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 Benoît Sokal's cult game released in 1999, with over 1 million copies sold worldwide and a pioneer of adventure games.
In this exploration and adventure game, the player must uncover a land full of mysteries and secrets, set in hyper-realistic environments and a unique atmosphere where dreams compete with wonder.
I worked on this project for only a few weeks during my internship at Microïds Studio Paris (MSP). I didn’t have a specific objective, I was simply amazed by the game and its universe, and I wanted to discover and explore it.
The production was already well advanced, so I had very specific tasks, mostly to support the smooth continuation of development.

👾 Gameplay
L'Amerzone is an exploration and adventure game where the player moves from area to area by clicking on arrows on the screen to transition between scenes.
You collect objects, documents, and even radio recordings. The player can interact with many elements in the environment. An inventory and journal allow the player to use collected items and revisit hints or lore pages to progress through the game.
Since the game is narrative-driven, many mini cutscenes and events occur, leading the player into new environments and areas to explore.
📃 What I've realized on the project


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Listing and sorting all the interactibles
I had the chance to work on this project for just a few weeks. My main task was to support the lead Game Designer by organizing and clarifying all the information.
I created multiple documents listing all the objects, their uses, when the player obtains them, where they’re used, whether they have text or direct interactions, and whether the player keeps them after use or when moving between chapters.
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Playtesting
Since the project was already quite advanced, I had the opportunity to playtest the entire game.
Romain, the Lead Game Designer, asked me to look for inconsistencies in the text, lore, interactions, or story progression.
I also found a bunch of bugs and issues that helped resolve some blocking points in the game.
Playtesting this way also helped the team ensure that a new player, someone who knew nothing about the story, game, or universe, could understand and solve each puzzle and enigma.
It was mostly about deciding whether to add hints to help players avoid getting lost in each new area or puzzle.


📌 Lessons Learned
I quickly learned the importance of documenting and organizing everything in a project, no matter its size, to make sure nothing gets lost and that everyone shares the same understanding of each part.
Making sure mechanics, puzzles, and features are clear to everyone is essential. Hints can be helpful in games, but they need the right balance, not too easy, not too hard.
âš¡ Quick infos
Project made in Unity. I had the chance to work on it for 1 month.
The game playable from the Steam Page here!