top of page

Cry of the Fox

ROLES

Level Designer
Technical Level Designer
Setdressing

Marketing Department

DESCRIPTION

Play as a stray fox trying to escape a post-apocalyptic Paris.
Explore the surroundings and stay out of the path of the dangerous wolves that haunt the city!

RELEASE

June 29 2022

GENRE

TEAM MEMBERS

20

Adventure

PLATFORM

PC - itch.io

Duration

8 Weeks

SCREENSHOTS

LEVEL DESIGN

Tutorial

After the intro cinematic, the player is dropped into a desolate Paris, a city frozen in time and shrouded in mystery. As they begin exploring, they learn the basics of traversal and soon come across their first artifact—a dropped top hat, a small but poignant reminder of the past.

Moving forward, they are introduced to crouching mechanics, using it to slip beneath a fencs and navigating tight spaces. As they make their way through the alley, they encounter their first real threat—a wolf. Thankfully, a sturdy metal fence keeps them safe for now, but the sight of the predator serves as a chilling warning of dangers to come.

Pressing onward, the player navigates a series of stacked shipping crates, testing their platforming skills. At the top, they find themselves standing on a balcony, greeted by a breathtaking yet haunting vista of Paris. In the distance, the Eiffel Tower looms over the empty city, a silent beacon calling them forward.

Tutorial playthrough

Chapter 1

After the tutorial, the player emerges to a breathtaking view of Paris, with the Eiffel Tower standing tall in the distance. Looking down, they spot a small park with a quaint bistro, reachable by platforming down a path of stacked freight boxes and an abandoned carriage. This area invites exploration, with scattered newspapers and artifacts offering glimpses into the world’s past—a life that once was.

As the player moves forward, they are led into a dimly lit alley, where they come face-to-face with a wolf. Unlike before, there is no fence to keep them safe. A desperate chase ensues, forcing the player to sprint down the alley, using freight boxes to stay ahead of the predator. The pursuit ends at a vista blocked by a fence, momentarily offering a pause before the tension rises again.

After catching their breath, the player reaches a street patrolled by more wolves. Here, stealth becomes crucial as they'll need to navigate through the shadows, avoiding detection. Carefully making their way across, they finally discover a vital clue—one that may lead them to their lost family...

Chapter 1 playthrough

Blockout & Development screenshots

WORLDBUILDING

Set-Dressing

One of the final tasks I worked on for this project was set dressing parts of my level. The main city park area was designed by an environment artist, and I used their work as inspiration to complete the unfinished areas. I focused on the tutorial area, as well as the alleyway and side street at the end of the level. Additionally, I worked on defining the edges of the world by placing surrounding buildings along the inaccessible streets, ensuring a cohesive and immersive environment. Of course, I also positioned the Eiffel Tower as a visual landmark, guiding and anchoring players through the experience.

Newspapers

We wanted to expand on the world that the players explore by highlighting its history and lore. To achieve this, we created in-game newspapers that detail key events in this alternate reality Paris and beyond, providing deeper context on how the world came to be as it is. These newspapers serve to immerse players further, explaining why there are no humans left.

I developed the look of our in-game newspaper 'Le Corbeau' and crafted the news headlines to immerse players in the world’s history and lore. To enhance their authenticity, I collaborated with a visual artist to achieve the perfect weathered look, ensuring they felt like genuine artifacts.

MARKETING & SOCIAL MEDIA

For Cry of the Fox, our goal was to build an online audience and attract players who enjoy story-driven adventure games. To reach this audience, we conducted research on our target audience, developed a marketing plan, and established a social media presence on Instagram and Twitter. We actively engaged potential players by creating and sharing content, including Twitter posts and Instagram updates, to generate interest and excitement around our game.

6f79ba_f2b4cfdf6e424ae4a03cb935e4a97fa6~mv2.avif

Marketing Planning

After identifying our target audience, we researched the best social media platforms to reach them and determined the most suitable content for each.

 

To streamline our marketing efforts, I collaborated with a fellow developer to create a content planner. This planner helped us organize our rollout strategy, ensuring a clear and structured approach to posting our content.

Screenshot 2025-03-25 154621.png

Social Media

We chose Instagram and Twitter as our primary platforms for marketing Cry of the Fox. Twitter was an ideal platform for reaching our target audience and generating industry conncections. We were also able to participate in contests like PitchYaGame to increase visibility. 

Meanwhile, Instagram provided the perfect space to showcase our game’s setting and story through visually captivating posts, helping us attract players who might not be active on Twitter but are drawn to immersive worlds and storytelling.

Screenshot 2025-03-25 160239.png

Trailers

When recording and creating our trailers we aimed to create a desolate and dangerous yet vibrant world.

I created the early access trailer setting the tone we wanted for our game's atmosphere.

 

For the final trailer, featured on our Itch.io page, I collaborated with a fellow developer to ensure it fully captured our vision and conveyed the game's intended tone and experience.

Screenshot 2025-03-25 155507.png

Game page

I designed the game's landing page on Itch.io to highlight the game's core pillars: exploration, survival, and story-driven gameplay.

I ensured that key elements such as our social media links, press kit, trailer, and screenshots were included, providing visitors with a comprehensive look at the game. And most importantly, making sure everyone who worked on the game was featured in the credits to acknowledge the amazing team that brought the game to life.

bottom of page