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GAME & NARRATIVE DESIGN

GAME DESIGN - LEVEL/PUZZLE DESIGN - NARRATIVE DESIGN - PROGRAMMING - SOUND DESIGN

Party's Over

Party's Over is a 2D puzzle-platformer game in which the goal is to progress to the next level after having turned off all the lights. However, the lights can be controlled by multiple different switches that can themselves control several devices within the level, making the player's progress harder. The game's difficulty is mostly focused on solving puzzles, and in part on platforming.

What I did in this project:

  • Designed the game concept and all puzzle mechanics.

  • Designed the levels and puzzles.

  • Designed the narrative context of the game and included environmental storytelling.

  • Programmed the game.

  • Recorded, processed and integrated sounds in the game.

GAME DESIGN - NARRATIVE DESIGN - LEVEL DESIGN

C.U.B.E. 2023-2024 Project

NAD's game-making club C.U.B.E. is nearing the end of its second year developing a game, with myself as game designer, narrative designer and level designer. This 3D exploration game is set in a "whimsical nightmare" world and features a protagonist, last surviving member of his species, who must surf through the desert in order to retrieve energy capsules to save his robot community.

What I did in this project:

  • Designed the game mechanics (movements) and systems around predefined game pillars.

  • Designed the game narrative and lore, and set story themes to fit the gameplay and art direction.

  • Currently designing a vast level encouraging the use of the core mechanics, and including several secrets.

  • Worked with a bigger team comprising artists and programmers, and ensured better communication between departments.

GAME DESIGN - NARRATIVE DESIGN - LEVEL DESIGN - PROGRAMMING

Old Thiess: The Werewolf's Trial

For our final project for NAD's Narrative Game Design D.E.S.S., we designed a game inspired by the transcription of a werewolf's trial from 17th century Livonia. A 2D platformer focused on combat and exploration with an emphasis on the narrative, Old Thiess explores the roots of the myth of the werewolf, and the relationship with one's inner beast.

What I did in this project:

  • Designed a combat system and a crafting system.

  • Designed a vast level with interconnected maps containing enemies, resources, NPCs and a boss.

  • Programmed the game architecture, the movement and combat systems, the enemies and NPCs, and the level transitions.

GAME DESIGN - LEVEL DESIGN

Rainbows and Pillows

Rainbows and Pillows is a 3D multiplayer combat and platforming game prototype realized for the Ubisoft Game Lab Competition 2024. Become Pillow and Blanket, defenders of the dream, who must ally their strengths to purify nightmares and save their host's sleep.

What I did in this project:

  • Designed the game's systems, mechanics and gameplay loop.

  • Designed 3 arena-like levels in collaboration with environment artists.

  • Worked in collaboration with programmers and artists to provide better feedback and improve the user experience.

GAME DESIGN - NARRATIVE DESIGN - LEVEL DESIGN - PROGRAMMING

Milestone 6: Tomariage

This Frenglish turn-based RPG was developed as a surprise prologue to my friend Tom's bachelor party. Featuring a complex Final Fantasy-like combat system, it is full of inside jokes and memories, with a gameplay that doubles as a drinking game, and a comedic and "meta" story that shatters the fourth wall and tramples on it.

What I did in this project:

  • Designed a turn-based combat system with different possibilities of actions (attack/buff, use item, block when attacked, flee), elements, status, and unique character/enemy attacks.

  • Designed a small world with interconnected maps and a narrative to drive the player progression in this short experience.

  • Wrote most of the game's dialogue.

  • Programmed the game architecture, progression system, cutscene system and transition system.

aerial photo of green trees