Theme :
Metroidvania, Roguelite

Technologies :
Unity
C#

Plateforms :
Windows
 
Team :
4 Game Designers and programmers
4 Game Programmers
4 Game Artists​​​​​​​
My role in the development
Creation of Game Design Documents
One Page Concept of the game
One Page Concept of the game
Game Design Document extract : Hub page
Game Design Document extract : Hub page
Game Feel Document extract : Fundamental Blocks
Game Feel Document extract : Fundamental Blocks
During the production of the game, and with the help of the other Game Designers Programmers, we created various documents of game design to pinpoint the game design direction of this project.

Those documents were used by the other teams. (programmers & artists)
Juiciness effect : After image
My objective was to create an afterimage of the player whenever the slowmotion mechanic or the dash mechanic was activated.
I made this juiciness effect So that We could enhance the feelings of thrill and in control which are two of our game feel pillars.
Afterimage during a dash
Afterimage during a dash
Afterimage during the time dilation
Afterimage during the time dilation
Game Balancing
Parameters example : Tank
Parameters example : Tank
Parameters example : Runner
Parameters example : Runner
Parameters example : Shooter
Parameters example : Shooter
As a game designer on this project, I've worked on the overall game balancing. 
This includes game speed, collision management, animation speed and procedural generation settings.
Level Design
In this project I created the majority of the rooms' level design. The objective was to have a large number of room available so the procedural level generation could go smoothly.
To create easy to understand challenges per room, I used rational level design.
I've also worked on the level design of the hub which allow the player to train without having to take a risk.
Hub level design scheme
Hub level design scheme
Rational level design table
Rational level design table

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