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ABOUT

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2 months

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2022

GENRE: Turn-based RPG

PLATFORM: PC

ENGINE: Unreal Engine 4

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TEAM:

  • 5 game designers

  • 4 gameplay programmers

  • 5 game artists (2D)

  • 4 game artists (3D)

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MY ROLES:

 

GAME DESIGN

LEVEL DESIGN

SYSTEM DESIGN

QUALITY ASSURANCE

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PITCH:

Twenty years ago, a rift appeared on Valparaíso's outskirts, which led to the discovery of a whole new world, populated by demons and monsters. Today, humans and these new citizens live together peacefully in the city but slowly drift apart.

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The city needs you! Ride through the streets of Valparaíso to gather all the inhabitants by making mischief and helping the people!

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PRODUCTION

With this RPG project, I was able to experience working in a large multidisciplinary team. We had heavy constraints (the character controlled by the player had to be a vehicle, alternation of a turn-based combat phase and an exploration phase, imposed city...) and we immediately decided to have a restricted scope to anticipate the problems and concentrate our efforts on the polish.

 

During the first half of the production, I was in charge of the Level Design modules, which were intended to be used by the 3D Game Artists for the city skin. I designed each module on Unreal Engine and filled in their metrics and additional information on a dedicated spreadsheet. They were used by the Game Designer who did the Level Design of Valparaíso, but not much by the 3D Game Artists. Indeed, they found a much more useful tool to create the roads, which I did not hesitate to use since it saved them time.

 

I then worked deeply on the combat system (which is a mix of Dobble and Jungle Speed), defining all confrontations and symbols to use in each of them. I also did the balancing of all enemy parameters (over confrontations) as well as the player's ones (with leveling), in order to increase the enemies' difficulty while improving the player's abilities.

 

I also designed the First Time User Experience through a flowchart and set up a bug report document that facilitated the organization of QA testing and bug fixing.

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