Provincia is a vertical slice for an open world adventure game. The game is intended to be a flight game at its core, but with a rich story involving several factions, a quest system, character progression, free roaming and exploring, and much more. The player will spend the majority of their time in the plane, which is why there is such a focus on that specific game mode.
Team members | |
Kentaro Hayashida | programming, gameplay, physics |
Hangning Zhang | programming, gameplay, AI |
Felix Rahm | 3D modeling, concept art |
Isaac Olander | 3D modeling, texturing, environment |
Alexander Sinn | visual effects |
Teodor Huldt | music, design, concept art |
Léo Smith | project management, sound effects |
The game was showcased at Gotland Game Conference in 2019, where it was nominated for two awards. We also applied for the Swedish Game Awards the same year, where the game was nominated for yet another award.
My most important job was to make sure that the plane controls worked as intended. We wanted the flight mechanics to be realistic, but with arcade-like power ups, allowing for greater maneuverability. Shown in the gif are some of the forces that are acting on the plane, matching those of real planes.
The vertical slice was produced in seven weeks of agile development. We iterated with public playtests to ensure that improvements were being made. We used Jira for management and the game was developed in Unity 2018.