All Abug
Faced with the threat of a wave of toxic fumes, embark on an expedition to save yourself from certain death. Gobble up obstacles on your path to allow your caterpillar to move along and board survivors who also seek asylum!
CHARACTERS AND DIALOGUES
Émmélée
Émmélée
Noah / Noé
Noah / Noé
Santro
Santro
Script 01
Script 01
Script 02
Script 02
Script 03
Script 03
Script 04
Script 04
Script 05
Script 05
Noah / Noé
Noah is a lizard unlike any other. As far as he knows, he is the only vegetarian of his kind and refuses to eat insects. He has a helpful nature and is always ready to support those close to him. His personality is revealed through cutscenes which are the only moments when he's able to speak with his peers.
The reason he only speaks during cutscenes is to help the players see themselves in the character.
Santro
Santro is a soldier ant who fights for his beloved city, Belle Canne. Over the years of service, he has suffered many injuries. During a war, he discovered something that changed him forever. For years, he tried to warn his colony about an impending threat, but no one believed him.
He took it upon himself to reveal the truth. Along the way, he slowly lost his mind and began speaking with people who weren’t real.
His eccentric, old-warrior behavior is portrayed through his one-liners and cutscene dialogue. These give players the context they need to understand who this grumpy old man is, always ranting about war and the end of the world.
Émmélée
Émmélée is a refined lady who hides her vulnerability behind a haughty front. Due to a malformation in her egg, she was born much smaller than her siblings. Mocked and ridiculed by them, her small size became her greatest weakness.
However, unlike the rest of her family, she became an exceptionally skilled web weaver. Through this talent, she built an identity for herself as someone who works only in high fashion—a way for her to feel respected.
Her upper-class attitude is expressed through her one-liners and cutscene dialogue.
CUTSCENES 1 & 4
Cutscenes 1 and 4 differ from the other cutscenes found in the game.
They were hand-drawn, unlike the rest. This decision was made to save time and redirect resources to other areas of the project that needed more attention. This time constraint gave me the idea to create these cutscenes by hand in order to ease the workload of the artists and animators.
To guide the direction of these two cutscenes, I drew inspiration from the opening scenes of the Shrek films. I wanted to give the narration a fairytale-like quality to complement the quirky mechanics of the game.
The first cutscene introduces the game’s theme (apocalypse), tone (humorous), and the central challenge (survival).
The fourth cutscene marks the end of the game and the successful completion of the heroes’ quest. It was meant to signal to players that the story is over and that we’re now returning to reality.
Thanks to the talented artists, animators, and sound designers, I was able to bring my vision to life. While there are many aspects that could still be improved, I’m proud of what we managed to accomplish in just seven months of work.
CUTSCENE 2
The second cutscene introduces the first non-playable character the player meets on their journey: Santro, the mad soldier ant. From what we see, it’s clear that he has lived through many hardships and deserves a certain level of respect. However, he should not be taken too seriously, as his subordinates are just rocks.
Santro is a major source of the game’s humor. Much like Donkey from Shrek, he talks a lot, often saying silly or nonsensical things that aren’t meant to be taken literally.
This cutscene also teaches the player that the caterpillar can eat certain objects to grow in size. Although this is never explicitly stated, what it consumes will help it eventually transform into a butterfly. That transformation will ultimately save the characters from an almost certain doom.
The cutscene also subtly introduces the idea that NPCs will also try to escape their fates.
CUTSCENE 3
The third cutscene introduces the second character of the journey: Émmélée, the remarkable seamstress. She brings tension to the group with her haughty attitude, often showing a lack of respect toward Noah and especially Santro.
Her appearance serves as a premonition of the events that await them once they leave the anthill.
SOOO.......
This project was an excellent learning experience for me in narrative design, teamwork, and the importance of autonomy.
Narrative design is both simple and complex. Compared to my first project, Bubble Buds, I now feel much more confident in creating characters and conveying a story through worldbuilding and cutscenes.
For the very first time, I had the opportunity to work in a team of around 20 people. It was a valuable experience that taught me a lot about team communication and interpersonal problem-solving. I also gained hands-on experience with nonviolent communication, leadership, and agile methods, which I was able to apply throughout the seven months of development.
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