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Projects

Unrolling Madness

"Unrolling Madness" is a hypercasual mobile game in which you capture your enemies with yarn to reach the end of each level.

Genre : Hypercasual
Engine : Unity
Duration : 1 month
Team Size : 3 Game Designer 6 artists
Platform : Mobile

Play the game :
https://gnarts.itch.io/unrolling-madness

Roles and responsibilities:

General Game Design
:
-Brainstormed with the team to find the concept of the game and polished it with the team
-Designed the shop


UX Design:
-Creation of a fully functional Figma placeholder which indicates the exact size and
  shape of buttons for the artists
-Scripting of the UI in Unity, and the integration of the artists assets

Level Design:
-Designed and built 5 levels in Unity
-Helped with the integration of the artists' assets

Vote by mail

Vote by mail is a platformer game in which your character jumps every 2 seconds, anticipate it to reach the end of every level.
It's a game playable with one button.

Genre : One Button - Platformer
Engine : Unity
Duration : 1 month
Team Size : Solo
Platform : PC

Play the game :
https://gnarts.itch.io/vote-by-mail

Roles and responsibilities:

It was a solo project so I did everything on my own, it helped me learn a bit of everything but mostly :
-Only do what I can finish
-How to find solutions online
-Keeping a good work pace
-Gave me a better understanding of programmers and artists work


 

Claps and Craps

"Claps and Craps" is a game made for the 2021 GMTK game jam around the theme "Joined together".
You control two characters that can't get too far away from each other, every time you switch characters, you shoot a deadly beam.

Genre : Action
Engine : Unity
Duration : 2 days
Team Size : 5
Platform : PC

Play the game :
https://gnarts.itch.io/claps-craps

Roles and responsibilities:

Game design:
-Found the concept of the game, then polished it with the team

Level Design:
-Designed and built 3 levels in-engine directly with the artists' assets

General:
-Did what everyone asked me to, a part of a script (enemies), polishing an FX, found the music, the script for the UI...

Tri-color

"Tri-color" is a game made for the 2022 game jam that takes place in my school around the theme "10 billions consumers".

You are in a sorting center, and you have to sort the waste that is coming in faster and faster while managing the different events.

Genre : Arcade
Engine : Unity
Duration : 3 days
Team Size : 6
Platform : PC

Play the game :
https://gnarts.itch.io/tri-color

Roles and responsibilities:

Game design:
-Found the concept of the game, then found people that were interested in making it
-Balanced the different aspects of the game (spawn speed, speed increase over time...)
-Found ways to add depth to a very simple concept (small events that diversify the gameplay loop, the closer from the end of the carpet an object is, the more points it gives you)

General:
-Made the FXs, helped with sound design and made the planning of the production with the help of the team

Abawari

Abawari is a role playing game set in an African dark fantasy world plagued by evil. The players hunting for demons and other kind of monsters are equipped of Masks, powerful artefacts that let them use the powers of old forgotten gods.

Genre : Role play
Duration : 2 months
Team Size : 6 game designers 6 illustrators
Platform : Paper

Starting kit : https://gnarts.itch.io/abawari

Roles and responsibilities:

Game Design:

-Proposed the original concept of African dark fantasy and using masks as artifacts

Narrative Design:
-Responsible of the world-building
-Worked on the introduction scenario


Management:
-Responsible of the communication with the illustrators (what kind of illustration, what size...)

 

Level Design

Set piece project

For this solo project, we had to do a level that would contain 3 set piece.
Those set pieces had to bring a unique experience to the level and mark the player, and had to be scripted elements.
The level also needed to last at least 8 minutes.

In this level, the player crashes on the moon and has to explore his surroundings to find the pieces he need to repair his spaceship.
He quickly finds alien ruins and begins his exploration...

 

The first important part was to make sure the temple entrance was marking for the player.
So I placed "alien relics" around the entrance that gets reanimated to life by the coming of the player.
I also made 4 doors that each open in a different way as to make it feel like an important vestige.


The relics and the doors are placeholder, the goal is to convey my intentions clearly.
 

Once the player gets into the temple, he is confronted to an alien that can't reach him, but seems dangerous, after exploring for a bit he picks up an alien symbiot and gains the ability to shoot acid.

Acid allow the player to destroy some kind of walls.
Or to grow plants that can be used to create platforms or walls to hide from aliens.
Some plants/wall return to their original state after a few seconds.

 

After a few minutes of using his new ability, and exploring the ruins, the player arrives in a prison where he discovers that the alien he met are supposed to be contained.

In this sequence I wanted to make the player feel amazed and nervous about his discovery. I opted for cells of glass so that he could feel watched.

And I built it huge to emphasize the grandiose and the idea that this is not a place built on a human scale, because it was not made for/by humans.

The last important part of the level is the labyrinth.
The player arrives from an elevated position and can see the whole thing.
It has destructible walls, but the player has to be careful not to destroy the wrong ones, because they are aliens in the labyrinth.

They're multiple ways to get to the exit without crossing an alien, the player can choose it's own.

In this project I learned :

Level Design:

-To produce a Level Design Document
-To create an experience that goes beyond a sequence of gameplay
-To create a level with a strong identity
-To convey my intentions through a blocky

Scripting:

-To write flexible script, so that I can reuse it in a different way when I need it
-To plan which script will interact with what part of the level early in the production
-To always playtest at all step of the production

Documentation

Cuphead - Boss Design

In this Boss Design Document I tried to create a Cuphead boss.
I tried to make this document as clear and precise as possible, to bring it to industry standards.

In it, I detail how the boss works, what are his attacks, how many reaction time does the player have with each attack, why does he attack like that, and more.

Below you can view the document, written in french.
You can also download it.

Live Ops Deconstruction
- Legends of Runeterra

In this Live Ops Document I tried to deconstruct and analyze how the live ops of Legends of Runeterra works.

In it, I detail how the game brings new content, what kind of contents they produce.

As well as what impact does the different kind of content has to the game, how the game is monetized, the different kinds of monetization it has, and the impact of the live ops on it's monetization.

Below you can view the document, written in french.
You can also download it.

Product Analysis -
Final Fantasy Brave Exvius

In this document I worked in a team of 4 to produce a deconstruction document on FFBE.

The document had 4 parts : Overview, Gameplay Analysis, ARM Model analysis, Product Analysis.

I was in charge of the Product Analysis part, and of the Retention and Monetization part.

Below you can view the document.
You can also download it, which might make it easier to navigate considering the length of the doc.

User Test -
Don't Starve Together

I invited people to play Don't Starve Together and took notes of their behavior, recorded their session and asked them to fill a form at the end of the session.

I then synthesized the results and wrote this user test document.

It focuses on analyzing the retention/FTUE of the game, 3C/game mechanics and world comprehension.
What works and what doesn't, why or why not, and what the game could do to improve it.

Below you can view the document, written in french.
You can also download it.

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