Professional Projects:

GRIM

• 2024 End of Year Project


• 5 Weeks


• 11 People


• Beat'em All


• Unreal Engine 5


• Dark Fantasy Setting

General Information

• Power Fantasy


• Grimdark Ambiance


• Dynamic Combat

Key Intentions

• Main Game Designer


• Make a Game Design Document


• Combat System


• Create a Persona

My Role & Tasks

ROKO

• 2024 Fusion Project


• 4 Weeks


• 10 People


• Action Adventure


• Unreal Engine 5


• TUNIC x Stray

General Information

• Main Game Designer


• Make a Game Design Document


• Mix Puzzles and Combat


• Design and Code the Final Boss

My Role & Tasks

• Knowledge Based Gameplay


• Mix two games properly

Key Intentions

Gameplay Video


Extras

Saint Seiya Pretender Knights

• 2023 Roguelite Project


• 4 Weeks


• 9 People


• Tactical


• Unity


• "Licensed" Game

General Information

• Main Game Designer


• Create a Combat System


• Boss Design

My Role & Tasks

• Respect the License


• Dynamic Turn Based Combat


• Dynamic Combat

Key Intentions

MANIFOLD

• 2023 End of Year Project


• 4 Weeks


• 12 People


• Beat'em All


• Unreal Engine 5


• Colorful Setting

General Information

• Main Game Designer


• Make a Game Design Document


• Design Combos

My Role & Tasks

Gameplay Video


Extras

• Fluid Gameplay


• "Cartoon" style setting


• Dynamic Combat

Key Intentions

Make a Game Design Document

As this was originally a project created by two artists, I was tasked with keeping their core intentions for the project, while creating a document usable by the whole team to stay up to date on mechanics, terms & content.

Create a Persona

During an assignment linked to this project, I created a Persona for this project, the stereotypical player that we aim to please, and we worked as a group to expand upon this Persona by using behavioral analysis to see how fit our game truly was for our target audience. This led to some changes in our level and game design.

Combat System

I worked with another system designer to create a combat system to convey the artists' intentions of brutality and power. We settled on a gameplay inspired by the latest God of War, but realized after the production that sticking closer to our original reference, Darksiders 2, was wiser. I then proposed a revised version of the combat that would be faster and more dynamic.

Make a Game Design Document

I was in charge of creating documentation for the whole team, which had to be especially clear as most people hadn't played TUNIC, our main reference. I designed the 3C, Features,the Enemies and the Final Boss.

Mix Puzzles and Combat

The goal of this workshop was to combine the gameplay of one game, and the art/universe of another. We chose TUNIC and Stray, so I had to design tools that were useful both when fighting and when doing puzzles, and that fit in the post apocalyptic setting of Stray. I also designed an in game manual meant to teach the Player about the puzzles hidden in the environment.

Design and Code the Final Boss

I wanted to have a final boss in our game to finish with a bang, but we were running out of time and our programmers didn't have time to code it. I then designed a boss that wouldn't be hard to implement, reusing mechanics introduced earlier in the level. I used blueprints in UE5 to create the boss in a day.

Create a Combat System

As we were given a side-scrolling platformer template for this workshop, I wanted to do more than a classic beat'em all roguelite and designed a turn-based system inspired by the Mario & Luigi games.

Boss Design

I designed a final boss, that had to stand out from the other enemies. Since we were in the Saint Seiya universe, and we could use Greek mythology, I chose an Hecatonchire as the boss. Instead of having 4 rows of enemies like usual, each of these rows will now be an Hecatonchire's arm.

Make a Game Design Document

I was in charge of designing the 3C and Features, which worked together as our main feature was to switch dimensions and flatten the Character on a wall, like in A Link's Between Worlds. I also balanced the 2D Player Controller and the Combat.

Design Combos

I worked with another system designer and an animator to design combos used by the Character and Enemies. The combo system is simple, and inspired by musou games. I spent an afternoon designing them to fit in our programming and animation pipeline.

ELI SPARWASSER

Junior Game Designer