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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

TEAM:

  • 5 game designers

  • 4 gameplay programmers

  • 5 game artists (2D)

  • 4 game artists (3D)

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.

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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