An IIM student game project developed by a team of 18 graduating students
In this interview, the team shares more about the project, realised in 2025, from its concept and inspirations to the development process and the roles of its members.
Can you please give us a brief introduction and elevator pitch for the game?
“And I found myself immersed in a luxuriant desert, with only this strange board for company, granting me the freedom I had always dreamed of. ”
Hurabi’s Logbook—First Day of Expedition
Dying Sun is a soothing gliding game in which you play as a young nomad, drifting on the wind across a majestic desert where nature and technology intertwine. Let yourself be swept away by this poetic and soothing journey as you attempt to unravel the mysteries surrounding this world, its flora and fauna, as well as a mysterious lost civilization.
Final iteration of procedural tree
Environmental Concept Art
What makes the project unique compared with similar games?
Throughout its development, Dying Sun went through numerous iterations, with each version built on core pillars shared by the entire team. For us, Dying Sun is a game centered on light, dynamic, and thrilling movement inspired by the animated film "Treasure Planet". It is set in a fantastical desert world where the colorful environment seems to come straight out of a lucid dream.
We weren’t seeking originality at all costs, instead we tried to focus on conveying as muchemotion as possible through the timing of the music, camera shots, and events to bring the desert to life and keep players elated. It is all of these elements, combined with the team’s determination in the face of every obstacle encountered, that makes Dying Sun one of a kind.
What is the inspiration behind the concept, including visual influences for the environments and characters?
For the art direction, we wanted to create a world that invites exploration, with an atmosphere that is both contemplative and mysterious. From the initial concepts, weprimarily retained this aspect of a desolate, alien world, as well as our main inspirations: the graphic style of Moebius and other artworks that depicted colorful, bright environments with a minimalist graphic approach. Following this idea, we made our first iterations with a cell-shaded style, leaning heavily on the use of bold and vibrant colors. Later on, we kept those colors but removed the cell-shading in favor of a more refined and natural look, which gave us greater control and a more unique art style.
Our goal was also to give the world a genuine story, told indirectly through ruins, bones, and the remnants of a vanished civilization. These elements allow the player to imagine what might have happened before their arrival.
Finally, for the character and their vehicle, we opted for a stylized design and recognizable
silhouettes, seeking to integrate them naturally into the environment and reinforce the
game’s visual identity.
Character Concept Art
What was the size of the development team and each member's role?
Scorching Sands Studio, our team, consisted of 18 members, all of whom were full of ideas and incredibly determined. We faced many obstacles throughout the project, but we pulled together to deliver a result we’re proud of.
Game Producers (2 members)
● Louis BIOUSSE - Producer
● Mara BADER - Producer - Lead
Game Designer (5 members)
● Guillaume GAUDUCHON - Game Designer
● Marie ALVES DA COSTA - Level Designer
● Samy KHOURY - Level Designer and Narrative Designer
● Timéo LEBOT - Level Designer
● Arthur PARMENTIER - Game Designer - Lead
Game Art (4 members)
● Leyna AMIES - 3D Artist Character and Environment
● Matthieu CADET - 3D Artist Character and Environment
● Hugo DOBRENEL - 3D Artist Animation and Environment
● Hector BRUN - Tech Artist VFX - Lead
Game Programming (4 members)
● Corentin CHRISMENT - Gameplay Programmer
● Alexandre SANCHES MATEUS - Gameplay Programmer
● Allan BONNARD - Tools & UI
● Morigan LETOURNEAU - Gameplay Programmer - Lead
Sound Designer (2 Members)
● Baptiste ALESSANDRINI
● Guillaume PICCHI
Of course, even though we’re happy with how far we’ve come, we hope that the current
version of Dying Sun isn’t the last one. If you feel the same way, make sure to try out the
game and let us know directly on Steam!