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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

Core Loop Hubert.png

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  

Sound range.png

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

Hubert Camera.png

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 :

LD Hubert.png

Layout :

Blocking :

Final Version :

3D Models

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