ASTERIX & OBELIX: SLAP THEM ALL! 2

STUDIO : MR.NUTZ STUDIO

EDITOR : MICROIDS



ASTERIX & OBELIX: SLAP THEM ALL! 2  is the sequel to the previous game of the same name. It is a 2D beat 'em up with graphics similar to the comic book it is based on, on which I worked as the sole LEVEL DESIGNER and NARRATIVE DESIGNER for the project.

 

Originally, this sequel was intended to be DLC for the first game, but quickly pivoted at the publisher's request to become the second game as we know it. However, the development time and budget allocated to it were not increased, which made the development of this game a real headache.

The challenge was to produce as much original content as possible in the short time we had, without diluting the game's appeal with artificial content and making the experience monotonous (which was one of the flaws of the first title).

 

As this was a sequel, we sought to correct the flaws of the first game while incorporating new features that would justify making it a sequel rather than DLC. Instead of creating an overly long adventure with too little narrative that adapts the stories already known from the comics, we opted for a shorter, tighter adventure (where each level has its own gameplay, aesthetic, and narrative identity) with a completely original story (as well as some original characters).

 

So those were the two tasks I set myself during this short one-year production period: designing each of the game's 20 levels (each with its own identity) and creating and bringing to life an original story for the title (with the help of our scriptwriter).

 

I therefore set about rereading the 40 volumes of the series, so that the adventure and the levels offered would be full of references for fans of the franchise. With such a short development time, reusing assets from the first game was essential to save time, so I had to try to create a story and levels that could feature Romans, barbarians, pirates, Vikings, desert lions, and gladiators without detracting from the simplicity of the story, ensuring that it remained interesting and coherent. 

 

So, with this idea and these constraints in mind, I set out to create a story about a mysterious antagonist in the shadows who was pulling the strings across the Roman Empire, manipulating pirates, barbarians, and Romans to bring down Caesar. But also, through a misunderstanding, indirectly impacting our Gallic friends, forcing them to travel throughout Gaul and beyond to unravel the whole story.

 

 

At the same time, several subplots will unfold (such as preparations for the future Olympic Games in Lutetia) to add depth to the story, the levels, and the world our Gauls will explore.

 

  • Rôle : LEVEL DESIGNER & NARRATIVE DESIGNER
  • Genre : Beat 'em Up
  • Support : Multi-support (PC,  Switch, PS5/4, Xbox Series X/S, Xbox One X/S)
  • Software : Unity
  • Project start : January 2023
  • Last Patch Release Date : 5 December 2023
  • Period in Work :  1 year
  • Team : 12+ (At the peak)

For buy the Game :



I sought to convey all of this in each level, whether through the environment, the NPCs in the scenery or encountered head-on with a pair of slaps, by our heroes or even through certain gameplay situations that I was able to create with the few tools at my disposal. 

 

This also involved designing more than 60 in-game cutscenes, numerous dialogues during gameplay, and around 40 skits, all dubbed in several languages with the official voices chosen by the rights holders (Which I supervised entirely with the artistic director of dubbing). All the cutscenes and in-game dialogues were created, edited, and animated by me, in addition to the creation of the game's 20 different levels.

 

Finally, speaking of rights holders,  this work on an original story inevitably led to numerous exchanges with them, which inevitably led to many changes in the narrative flow of the game that we had to rework without diminishing the interest of the story.

The game's development time led to numerous rewrites of the levels and the narrative flow of the game, forcing us to constantly seek innovation or use tricks and devices that were more or less easy to implement, in order to maintain the coherence of the story and its funny little details.

 

It was a very exhausting but exciting project for me, allowing me to fully immerse myself in a universe that I had discovered and experienced as a child !

 

 


My Missions :

  • Design, prototype and build 20 complet 2D levels for Platforming and Beat'em all games.
  • Design, prototype and build  60+ in-game cinematics.
  • Major involvement in telling the original story of a licensed game (“Asterix”) and supervising its implementation in gameplay and levels as Narrative Designer.
  • Create the most complete and varied levels possible with a very tight budget and development time (originally planned as DLC).
  • Flexible adaptation to numerous level rescopes without detracting from the player's experience.
  • Documented several LD production elements.
  • Management & monitoring of the bug database.
  • Debugging on all levels of the game.

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