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Anamnesis

Project Breakdown

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  • Platform: PC
  • Engine: Unity
  • Team Size: 9
  • Duration: 5 Months
  • Project Page

Team

The team consisted of 9 members:

  • 2 Coordinators
  • 1 Developer
  • 1 Level Designer
  • 1 Narrative Designer
  • 1 3D Artist
  • 3 Sound Designers

Brief

Anamnesis is an immersive VR experience in which the protagonist has forgotten his identity and seeks to recover it by reliving his lost dreams. The game was developed during my first year of the Master’s program at Université Côte d’Azur in Cannes, France, created in Unity with a team of nine.

Project Goals

The demo featured five playable levels: the player’s bedroom, shown in three different versions that changed and evolved in look and feel over time; a main playground level, designed as a dreamlike space for exploration and interaction; and two additional levels representing the player’s forgotten memories, which was the inspiration behind the game’s title, Anamnesis.


Primary responsibilities
  • VR Interaction Systems (hands, objects & physics)
  • Teleportation Locomotion
  • UI / UX
Other hats
  • Level Design
  • Prototype Integration
  • 3D Modeling (Blender)

Key Features

1. Bedroom Progression

The bedroom evolves across three versions, reflecting memory recovery and tonal shifts as the story progresses.

START OF THE GAME.

The bedroom opens with a grim atmosphere and gray tones, setting a bleak, monotonous mood.

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MIDDLE OF THE GAME.

Warmer colors emerge, and memories resurface, like the girl’s album, bringing hope into the room, though it remains incomplete.

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END OF THE GAME.

Finally, the space transforms into a warm, inviting scene with a blue sky outside and the last memory revealed: a pink rose in a flask.

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My Contributions

1. Teleportation Locomotion

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Designed and implemented a comfort-first teleport system with clear targeting and post-teleport orientation to reduce motion sickness. Also integrated sound design cues to distinguish between states such as aiming, successful teleport, and impossible to teleport.

2. Hand Interactions

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Built a grab mechanic for basic VR interactions like viewing objects.

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Physics-based reactions for props like bamboos and bells.

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Bed interactions like sleeping, the same system logic was later used to interact with the colossus.

3. Colossus – Unchaining & Hand Opening

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Implemented the full interaction logic to release chains and trigger the hand-opening animation, which unlocked one of the two dreams for the player to explore.

4. Playing Guitar Mechanic

Built the velocity-to-pitch mapping: faster hand motion raises pitch, slower lowers it; holding the target speed stabilizes pitch and unlocks the memory.

5. Bamboo Interaction

A simple yet fun interaction with bamboos. As the bamboos touch each other, they emit a sound with different pitches depending on their height and thickness.

Gameplay

Image Gallery

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