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In A Crow's Yarn, the player takes on the role of Aevar, a child in search of their missing brother.

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To uncover the mysteries surrounding the numerous disappearances of children, Aevar must traverse the dark and infamous lands of the kingdom of Vankann. Their journey will be filled with obstacles, and our hero will have a difficult time navigating through this hostile environment.

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Although Aevar can rely on their bow and dagger for self-defense, it is their peculiar connection to the creatures of this world that will ultimately lead them to the climax of their quest.

Context:

A Crow's Yarn is born from the idea of blending traditional art (watercolor and "classical music"). It's the first project of Mazurka Studio, with Marilou Renault Carraro as the 2D Artist. The game is a Metroidvania with Roguelike mechanics, focusing on narration and art as central aspects of the experience. All the environments are created with watercolor assets, and interactive music has been composed and recorded specifically for the game.

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Why did we stop?

We had applied for national funding from the CNC. Our game was approved, but upon receiving the contract, we took the time to step back and realize that the project's scope was not achievable with our level of expertise and resources. Therefore, we decided to decline the funding and move to a smaller scope for the first game from our studio.

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Presentation video:

Excerpt from the funding document:

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Conclusion:

With this project, I learned a lot about Unity and its 2D built-in features. I created my first art tools for editing levels, integrated art and animations, and worked on sound design and music. I also developed narrative tools, FSM, open world systems and many other things. This project allowed me to experiment extensively. It was my first time leading a "serious" game project, so it was a failure, but it provided many valuable lessons.

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