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Play as Hubert, a massive and (very) not-so-stealthy spy, on a mission where every step could give him away.
🎮 Role : Game & Level Designer / Project lead & Produceur / 3D Artist
⏳ Context : 4 mounth for my end-of-study project
🧠 Team of 6 : 1 GD, 3 Artists, 2 Devs
I’m currently improving the project and adding new content.
Hubert is a third-person stealth game where you play as a massive, noisy elephant trying to sneak into a museum to recover a vase.
The core idea is that Hubert is an anti-stealth character — clumsy, loud, and anything but discreet.
First trailer made by ZOE ECHARD - AGATHE RAPIN - RONAN MERCIER - LALY LE CIGNE - YLONA FAUCHEUX
Project goals:
• Create a game based on the brief “Is there anything different?”
• Reinterpret the classic codes of stealth games to deliver a unique experience
• Encourage players to adopt a different mindset than in traditional stealth games
• Design a game fully centered around stealth gameplay
Game Design
Core loop

Intent Objectives:
- Rethink stealth by turning clumsiness and noise into resources rather than failures
- Create a character who is intentionally anti-stealth yet strategic
- Encourage player anticipation
- Break away from the stereotypical stealth protagonist by introducing comedic tension
The character - Hubert
Actions :
Move / Crawl / Stick to the wall
The character’s face turning red represents the time before he must catch his breath
Hit or Shoot a peanut
The red trunk represents the cooldown time
Hide
Push / Bump into objects
Noise intensity varies depending on the action
Shoot > Hit / Catch Breath > Break an object > Walk > Crawl

Character Balance :
Trade-offs :
- Moving fast 🠒 Makes a lot of noises.
- Defending yourself 🠒 High risk
- Can push / break obstacles 🠒 Makes a lot of noises.
Strengths :
- Readable movement
- Can manipulate enemies through noise
- Can neutralize enemies in one hit
Weaknesses :
- Not Silent
- Large body shape
- Low agility
Enemies :
Patrol Behavior
Loop / Static / back and forth
Different states
Patrol / Search / Alert
They propagate their state to nearby enemies
Vision Cone
Changes based on the current state

Security Cameras
Trigger the alert
Gameplay Intents :
Noises reaction
Lasers
Trigger the alert
Agility focused rooms
Storage Room
Intent : Play with the risk of breaking objects.
Lasers Room
Intent : Play with the risk of trigger the alert
Puzzle-focused rooms :
Intent : Introduce an alternative gameplay objective
Challenges & Solutions :
- Enemy vision readability 🠒 Added flashlights to guards
- Camera angle issues 🠒 Addes a camera switch + wall-trough shader visibility
- Enemies too strong and fast 🠒 Ajusted speed + modified close range behavior
Level Design
Objectives :
- Provide a progression that gradually introduces the game’s mechanics
- Create varied spaces with distinct intents
- Allow multiple solutions to traverse each room
- Maintain a comedic tension caused by Hubert’s size despite the stealth context
Progression :

Layout :
Blocking :
Final Version :
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