Amaury Butaux

Junior Game Designer

Looking for a 6 months internship

Infos


  • Genre:
  • Year: 2022
  • Tools:
3 months 7 developers
Game Designer Level Designer

Infos


  • Genre:
  • Year: 2022
  • Tools:
3 months 7 developers
Game Designer Level Designer

Our core intentions

  • Couch co-op game
  • Chaos
  • High level of interaction : using everything in the house
  • Multiple small levels

My missions


Game Design

  • Designing core mechanics
  • Designing 3Cs
  • Balancing
  • Designing signs & feedbacks
  • Integrating assets

Level design

  • Design and blockouts
  • Iterating on levels

UX

  • Designing & implementing onboarding
  • Screen mockups

Detailed Work



Team work

Including the team

We gathered ideas during brainstorming sessions that we would then filter and refine to get to mechanics matching our intentions and scope.

Keeping the team informed

We also held small and short meetings to keep the team updated with key decisions in the beginning of the project.

Working with programmers

My engineering skills allowed me to easily understand programming challenges and to design features with the right level of detail.

Writing Documents

Writing synthetic and comprehensive documents which can be modified and shared easily is decisive. Here is an excerpt from a document I have made for this project.

Research

Making well informed decisions.

I investigated several subjects during this project to be able to make well informed decisions. To be more efficient, we split the workload to research key design fields during the beginning of the project.

Research in Level Design

Iterating over level design and testing out ideas was also part of my work in this project.

3Cs

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed finibus mauris nec ex dictum gravida. Etiam a diam in felis cursus dapibus eu ut leo. Ut in dictum dui. Cras enim justo, finibus eget ultricies et, blandit id lorem. Donec consectetur magna eget eros bibendum vestibulum. Nulla egestas sollicitudin felis ac accumsan. Maecenas sed quam blandit, ultrices nibh quis, varius lectus. Morbi tincidunt justo facilisis quam accumsan gravida bibendum eu ante.

Metrics

Camera

We defined camera's maximum range, object and character sizes to ensure game readability. This led to our level size as we wanted one-screen levels.

Level Metrics

Walls' height and thickness were then defined on the camera view to minimize blind spots while still ensuring circulation clarity.
We used a base unit (1m) to build our levels.

Helpers

I made helpers to ensure metrics were respected when we integrated content and designed levels.

Balancing

Using external playtests

Our UX/UR designer made several playtests to gather feedbacks, but we had not enough iterations to balance the game with only these playtests.

Balancing a game in a small amount of time

We dedicated team playtests to balancing. During these sessions I balanced the game on the fly, taking into account our dev team's skills, which allowed an overall balanced experienced despite our small time resources.

Level Design

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed finibus mauris nec ex dictum gravida. Etiam a diam in felis cursus dapibus eu ut leo. Ut in dictum dui. Cras enim justo, finibus eget ultricies et, blandit id lorem. Donec consectetur magna eget eros bibendum vestibulum. Nulla egestas sollicitudin felis ac accumsan. Maecenas sed quam blandit, ultrices nibh quis, varius lectus. Morbi tincidunt justo facilisis quam accumsan gravida bibendum eu ante.

One Page

A reminder

The role of this one page is to have all core mechanics of the game synthetized in one poster which is always visible by the team.

Feature Cuts

Some of the presented features were cut. We kept mechanics that were the most important in building our goal experience.

Credits

Featured projects