
Riders Republic

Tell Me Why

Vampyr

Dogfish

GTFO : Arena
-
Riders Republic
Studio
Ubisoft AnnecyPublisher
UbisoftEngine
In-house proprieraty EngineTasks
Through the pre-production, production, shipping and live phase of the development, I work on Riders Republic as a Technical Designer
Technical Design
- Designed, prototyped, shipped and integrated several procedural tools used along the production of the game
- Design, prototyping, debugging of the multiplayer modes of the game : Mass Races, Tricks Battle, Showdown
- Writing of documents regarding the tools and the processes of production
-
Tell Me Why
Studio
DONTNOD EntertainmentPublisher
Xbox Game StudiosEngine
Tasks
Since the pre-production and on the first episode of tell me why, I worked as a designer and technical designer.
Game Design
- Translate the scenario in gameplay activities
- Realisation of level design documents and mockups
- Integration of the main flow of the scene
- Integration of various assets and cut-scenes
Game Design
- Design, prototyping and integration of several features of the avatar
- Design, prototyping and integration of several tools dedicated to the production
-
Vampyr
Studio
DONTNOD EntertainmentPublisher
Focus Home InteractiveEngine
Tasks
Since the pre production of the game, I worked on the game design and the level design of Vampyr.
Level and Mission Design
- Translate the scenario in gameplay activities
- Realisation of level design documents and mockups
- Prototyping of the mission system and activities
- Integration of various assets and cut-scenes
- Daily interactions with the Game Director to review and improve the scenery of the missions
Game Design
- Several avatar features design and prototyping
- Several boss design and prototyping
-
Dogfish
Final year student project. Powered by Unreal Engine 4 and realised within a group of 7 students, I was in charge of the Game Design, the Level Design and the project management
Engine
Pitch
Dogfish is a survival horror game in which you play Lucy, a young women trapped in a surreal and horrific world. The gameplay relies on exploration, infiltration and fighting. If Lucy is in danger, her survival instict can trigger the Adrenaline Rush to unleash her inner survival abilities to face her opponents.
Game Design
- Design and prototyping of the combat system : avatar and enemy movement designed with frame datas, the system is prototyped using colorored hitboxes for a more efficient animations production.
- Design and prototyping of the enemy's A.I. : Using Unreal Engine's behavior tree, the enemy reacts to sound and sight stimulis. The A.I. can be overriden to create specific scenery and behavior.
Level Design
- Focused the Level Design on navigation, learning curve, pacing and scenery.
- Designed and built the map with modular placeholder kits created in Google Sketchup.
- Scripted gameplay elements : Specific AI Behavior, Post Process FX, Sound FX, Lighting FX, Camera Scripting.
- Designed and scripted the streaming of the maps to have a seamless experience.
-
GTFO : Arena
Personal project developed on my spare time.
Engine
Pitch
GTFO Arena is an old school Multiplayer Arena FPS that is willing to merge the nervous gameplay of early 2000's FPS with Super Smash Bros rules : shooting at your opponents won't lower their health, you'll reduce their mass - and so make them more sensitive to the explosion blow of a rocket.Game Design
- You frag and earn points by pushing the other players out of the arena.
- Several game modes are designed : Free for all, Team Death Match and Weight Brothers : players from the same team share the same weight value.
- The players can use 2 differents weapons : the good ol' Rocket Launcher that blast an area or the Rail Gun that deal a strong impusle on a single point.
Level Design
- I designed and build maps in Unreal Engine 4, focusing on a clear navigation, lines of sight and Power Ups location.
- Designed and built the map with modular placeholder kits created in Google Sketchup.
- Fight motivation : different micro situations contains both power ups and holes to push the opponents through.
- Different maps depending on the size of teams : 1v1, 2v2, 3v3.
- Up to 4 players on LAN, using a lobby to connect.
- Avatar and weapons behavior scripted with Unreal Engine's Blueprints
Programming and Scripting