Arcana
- Android
- Unity
- 6 weeks
- Team size: 9
Project Overview
In Arcana, the player fights endless groups of monsters one after the other by drawing spells on his screen.
Monsters deal damage over time, hence the challenge lies in choosing the best spells and drawing them as quickly as possible.
What I did:
- Designed and balanced the economic system
- Took part in the monetisation system's creation
- Ensured everyone felt respected and stayed motivated despite multiple conflicts
War of the Two Lillies
- Physical
- Physical
- 6 months
- Team size: 1
Project Overview
War of the Two Lillies (Wottl) is a 2-players hand-management card game that challenges players to do the most out of what they’re given.
Wottl is originally an exercise to make a game as imprevisible as possible while giving the players a lot of agency. To achieve this, I balanced the 52 cards by attributing special effects to every card and giving the strongest effects to the cards with the lowest base value.
Roving Shade
- Computer
- Unity
- 3 days
- Team size: 6
Project Overview
Roving Shade is a minimalist platformer that revolves around using kinetic energy to control the character’s jump height.
The faster the character goes up while running, the higher his jump will be. This mechanic that challenges the player’s sense of timing, combined with consistent physics, made this game an engaging die-and-retry.
What I did:
- Imagined, implemented and tested the level
- Ensured our only non-french member felt included
- Found a replacement to our intended core gameplay element
Justice & Guillotine
- Physical
- Physical
- 2 days
- Team size: 4
Project Overview
In Justice & Guillotine, you are in the Revolutionary Tribunal alongside other influent members of society. And none of you will exit until someone has been executed.
Your goals—aside from avoiding death—are defined by your secret role and craft. These will overlap with some goals of the other players, allowing you to form fleeting alliances… that you can break at anytime, would your other goal become easier to accomplish.
Social Frenzy
- Computer
- Unity
- 2 weeks
- Team size: 1
Project Overview
Social Frenzy puts the player in the shoes of a sociopath who tries to appear normal. It isn’t meant to be an accurate depiction of mental illness but a disturbing experience about loneliness and not fitting in.
To survive, the player has to maintain both a high sanity and sociability. Both gauges deplete passively and can only be refilled via actions that jeopardize the other gauge.
What I did:
- Used system design to shape a unique experience
- Developed the game under Unity
- Created all assets in Adobe Photoshop
Lost Monastery
- Computer
- Unreal Tournament Editor
- 4 months
- Team size: 1
Project Overview
Lost Monastery is a map that slows the usually fast pace of Unreal Tournament to emphasise on tactic and team coordination rather than on personnal prowess.
I achieved this by placing few weapons on the map and by making positions easy to hold. This made every weapon a crucial objective and rewarded the team that coordinated beforehand to control the spawn with an easier fight.
What I did:
- Adjusted the game's pace to create a specific experience
- Modelised and textured the 11 modular assets
- Iterated changes on the level based on playtests and feedbacks
Miki The Little Witch
- Computer
- Unity
- 2 days
- Team size: 3
Project Overview
Miki The Little Witch is a Suicide Platformer in which the player embodies a witch who can die, resurect… and use her bodies as plateforms!
The player can have a limited number of bodies on the map at the same time, making the game a funny puzzle game that looks more like a die-and retry!
What I did:
- Participated in the creation fo the concept
- Implemented the game mechanics
- Helped my teammate with logic-building
Wild West Cities
- Computer
- Tabletop Simulator
- 2 weeks
- Team size: 1
Project Overview
Wild West Cities is a management, placement and negociation board game. Players will strive to build cities and their infrastructure. Because the resources are scarce, they will have to collaborate with other players to build efficiently. But only one will be remembered as the greatest architect of the West.
Halloween's Chaser
- Computer
- C#
- 2 weeks
- Team size: 2
Project Overview
In Halloween’s Chaser, the player incarnates a child running away from the many dangerous obstacles preventing him from retrieving more candies.
The player will be put in one out of four situations and will have to respond accordingly. The farther the player goes, the less time they have to respond.
What I did:
- Drove the design of the game
- Implemented the game mechanics
- Helped my teammate with logic-building
Heimdall's Heirloom
- Computer
- C++
- 4 months
- Team size: 3
Project Overview
Heimdall’s Heirloom is a text-based game in which the player is tasked with fixing the bridge between the worlds to prevent malevolent entities from swarming Earth.
To make the game more challenging, Heimdall’s Heriloom requires the player to manage his stats of health, gold, time and information.
What I did:
- Designed and balanced the economic system
- Wrote 172 unique situations
- Developed a tool to ease story implementation