Play this game on steam/itch.io!
Adapta Solva is a 3D puzzle platformer where you collect and combine different elements to solve puzzle and platforming challenges.
Each element has its own unique ability and properties to use, utilize them to solve puzzles in this cute and cozy game.
Adapta Solva was also nominated to be one of five finalists for the Hobby Award in the GDWC Winter Season 2023 Competition! Check out the stream from Feb 23, 2024 here: https://www.youtube.com/watch?v=IDxVuGIXNyA
Explore the story told through collectables and murals scattered throughout the game, uncover how you were created and why you are now wandering the world alone.
ART
Dennis Skodda
Karolinka ‘Kayah’ Fierloos
Malou De Paepe
PROGRAMMERS
Jeroen Gesquiere
Twannes Claes
Devon Brazelton
SOUND
Matthias Peene
ANIMATION
Annika Ruppert
Join the discord !
https://discord.gg/r53MJnGwvz
Adapta Solva was created during the course “Group Projects” during my third year pursuing a bachelor in Digital Arts & Entertainment at Howest DAE Studios. This course involved students splitting into groups to create films, games, and animation projects. These projects could be pitched by a third-party or by students themselves. Adapta Solva was pitched by a member of the team and fellow student Jeroen Gesquiere, a project that shifted vision many times during development and over the course of 11 weeks turned into the beautiful game it is now. The main team consisted of 6 students (3 programmers, 3 artists) with contributions from 2 others that helped with custom animations and sound design respectively.
Element Ability Framework Implementation:
Spearheaded the development and implementation of the robust element ability framework, a cornerstone feature of the project including exploring the use of Scriptable Objects in Unity to allow plug-and-play type architecture to the framework in which elements can be easily made and added to the system without reworking the existing code.
Element Creation and Refinement:
Collaborated closely with a fellow programmer to create, refine, and enhance various aspects across all element abilities, ensuring a cohesive and balanced gameplay experience.
Shader and VFX Integration:
Engaged with the artistic team to seamlessly integrate shaders, visually stunning VFX, and other graphical enhancements, elevating the game’s aesthetic appeal.
Innovative Quality of Life Features:
Pioneered the implementation of immersive quality of life features, including dynamic elements such as frogs and critters reacting to player presence, interactive benches, and captivating shrine mechanics, showcasing a keen eye for detail and player engagement.
Comprehensive Sound Design:
Demonstrated proficiency in sound design by implementing a dynamic footsteps system with precise synchronization to animations, nuanced terrain-dependent sounds, and elemental variations, thereby enriching the game’s auditory landscape. Additionally, contributed extensively to music and sound effects implementation, enriching the overall audio experience.
Animation and Physics:
Directed the implementation of diverse animations, fine-tuned physics interactions, and refined aiming mechanics, ensuring fluid gameplay and immersive player interactions. Furthermore, iterated diligently on various systems and design choices, refining the overall game experience to perfection.
- Unity
- Visual Studio
- Perforce
- C#
Check out the figurine we made in the campus building The Level in Kortrijk!
Painting was done by the talented Anine De Paepe