Game Design
The following sections present projects on which I have done conception and imaginative work on the Game Design rules that constitute them.
EXPEDITION
Expedition is a board game that was made during my first year studying Game Design. We were asked to create a board game based on the rules of an old board game.
The purpose was to clearly understand Game Design principles that we were taught this year, by revisiting rules that were established decades ago. So that later we could reinject this knowledge on a video game support.
So we wrote the rules, created the board entirely based around a theme and performed various play-tests to check the balance of our game.
For this project, I developed the Game Design of the game, such as the different game rules, and participated in the creation of the design documents.
EJECT/ON
This project was done during my second year of Game Design at ICAN. The theme for this semester was "The Hunt".
We produced a digital toy (a game in wich the players do not have an objective to fulfill) with mechanics related to the physics of the elements present in our game. Players can experiment with different combinations interactive elements provide and play with enemy agents that are gradually filling the playing area.
For this project, I participated in the development of the concept and the game experience. I also realised the documentation and the Sound Design.
This game was made on the Unity3D game engine.
PRISM STORIES
Prism Stories is a puzzle / boss fight game that was made during my second year of Game Design studies. We were asked to create a game based on the work She Problema by Augustine Kofie.
For this project I participated to the Game Design through the development of its concept and game experience. Also the Sound Design and the documentation.
I therefore participated in the creation of a boss fight game in which the player must direct a beam, in order to make combinations of objects that have the same color, to then eliminate his enemies. Certain colors will deal more damage depending on the boss's type (water / fire / vegetal...).
In addition, each boss is different, and it was necessary to design each of their attacks, coming from different sides of the game space. The player could also block these attacks by sending the ray in their arrival direction.
This game was made on the Unity3D game engine.
STRIVER FUSION
This project was done during my third year of Game Design Bachelor at ICAN with a group of six members.
It's a retro racing game inspired by games of the same genre from the early 2000s.
We then made a racing game with mechanics related to trajectory management and also resource management. The idea was to combine these two elements so that they are interdependent on each other.
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For this project, I participated in creating the concept, the game experience, the integration of assets and the documentation. My job was to deliver a classic racing game experience with retro game mechanics. While adding a component of resource management, influencing the behavior of the player. He must manage the resource to harvest it at the most opportune times, and be able to take advantage of the movements of his vehicle to the maximum.
This game was made on the Unity3D game engine.
Level Design
The following sections feature projects on which I have done level setup and level design work to provide engaging level design experiences for players.
SOLIDARITY
Solidarity is a project that was carried out in 48 hours during the Global Game Jam 2019, whose theme was: "What means home to you?".
Based on this theme, the team and I moved towards the realisation of a local multiplayer cooperative game, in which the objective was to protect a house located in the center of the playing area. To do this, the players had to cooperate to exchange resources between them to counter enemy entities.
Our idea for this game went hand in hand with the theme, wanting to advocate "home" as a space to be defended. In addition, we wanted to make a cooperative multiplayer game to show that "home" can also echo to relationships between humans.
On this project, I participated in the development of the concept and the game experience. I also worked on the Level Design via the creation of the entire game area and the layout of different elements in the game space, to always create challenges requiring an interaction between players. It also allowed me to work with third parties at my school, and quickly organize ourselves in order to be more productive.
This game was made on the Unity3D game engine.
PORTAL 2 LEVEL
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During my formation, I used Portal 2's level editor, to create Level Design experiences using the mechanics of this game. As a team of three, we decided to create levels using only two gameplay ingredients. For the level presented above, I mainly used the following ingredients : Light Bridge and Bouncing Gel.
The idea was therefore to offer an original experience, with progressive difficulty, using only these ingredients. This level is divided into three rooms and fulfills the role of Practicing zones for the player. Each room brings different challenges from the previous one, while allowing the player to fully understand and master the tools and mechanics at his disposal.
I also created a Level Design document, relating our creation process, as well as the implementation of our different challenges in our respective levels.