EXPERIENCE
Blade Prince Academy
Blade Prince Academy is a new take on tactical RPGs, where you lead your squad of Blade Princes to defend the city of Abjectalia in real-time with pause combat.
Use your team's power to devastate any threat, but be vigilant, there is always a price to pay when you make a pact with darkness.
Genre: Tactical RPG
Engine: Unity
Team Size: 12
Duration: 1 year
Platform: PC
Credits :
Théo LE PHILIPPE
Fabien THOLLOT
Alexandre CAILLE
Ilona BRESSON
Clotilde LAROCHE
Camille CUBY
Etore GIORGIUTTI
Frédéric SOYER
Thomas FRAISSENON
Vincent FLACHON
Baptiste DEMIN
Théo GAEREL
Novem
As a graduation project, we created a puzzle game where the players control elements and can interact with the environment.
Genre: Puzzle
Engine: Unity
Team Size: WIP
Duration: 6 months
Platform: PC
Credits :
Théo LE PHILIPPE
Lucas JOURDAN
Mathieu SIBERT
Cosmo REMY
Axel FAUX
Alexandre BORRELLY
Role(s) and responsibilities:
Game Design
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Created documents for the team to collaborate efficiently
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Designed a systemic game where all the mechanics and world mechanics are intertwined
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Designed a tutorial and the order of learning of the mechanics
UI / UX Design
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Created a wireframe and the flow in the menus
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Created the onboarding of the experience
Roots Of The Past
For the Global Game Jam 2023, we created a Detective Narrative game. Playing as a man who discovers his parents dead, players must try to understand what happens and answer questions by connecting objects in the house.
Genre: Detective, Narrative
Engine: Unreal Engine 5
Team Size: 10
Duration: 1 week
Platform: PC
Credits :
Théo LE PHILIPPE
Lucas JOURDAN
Alexandre BANNISTER
Arthur LERRA
Julien CASCALES
Mathis MOLLIER
Alexandre VASQUEZ
Julia VOISIN
Quentin STECKMEYER
Yanis DESRUMAUX
Role(s) and responsibilities:
Lead Game Design
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Created documents for the team to collaborate efficiently
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Designed the game's mechanics and world mechanics in collaboration with the Programmer and the Level Designer
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Performed “cuts” in the game to ensure a proper experience and fit the deadline
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Worked with the lead artist to define the ambience
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Worked with the animator to create relevant “past scenes”
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Created an investigation system linked to deductions
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Created documents for the 3D artists and the Sound Designer
Narrative Design
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Created a narrative structure, objects’ description and barks
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Created documents listing the needed props in the narrative
Little Wadle
Little Wadle is a Third-Person Platformer game. Playing as a candle, they must reach the exit before completely melting.
“Reach the end or melt trying”
Genre: 3D Platformer, Die and Retry
Engine: Unreal Engine 5
Team Size: 3
Duration: 6 weeks
Platform: PC
Role(s) and responsibilities:
Game Design
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Designed the game's mechanics and world mechanics in collaboration with the Programmer
Level Design
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Created two levels (tracks) designs from scratch
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Collaborated with the 3D artist to iterate and settle on the final track model
Associate Producer
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Worked in collaboration with the Producer to review and established the planning
Credits :
Théo LE PHILIPPE
Lucas JOURDAN
Corentin GOOSSE
Control everything with the mouse.
Earth Defender
Earth Defender is a Top-Down Shooter game in which players try to defend the Earth against invasion.
It was developed during the Video Game Lab Game Jam.
Genre: Top Down Shoot
Engine: Unity
Team Size: 2
Duration: 40h
Platform: PC
Role(s) and responsibilities:
Game Design
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Designed the game's mechanics, feedback
Programming
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Took care of all the programming (movements, shooting and AI behaviour)
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Implemented visuals
Credits :
Théo LE PHILIPPE
Arthur LERRA
The game uses machine learning to recognize the form of the runes.
Arcana
Arcana is a Real Time spellcaster game where the players use their fingers to draw runes on their phone screen to cast elemental spells.
To emerge into a dungeon, the players must understand its rules by fighting elemental monsters and upgrading their character.
Created as a Free To Play mobile game, we built a strong experience focusing on the monetization system and player retention.
“Be the wizard”
I was also really present in the Game Design of the game.
Genre: Spellcaster, Action-Adventure
Engine: Unity
Team Size: 9
Duration: 6 weeks
Platform: Mobile
Credits :
Théo LE PHILIPPE
Matéo SODANO
Alexandre ROUSSEAU
Corentin GOOSSE
Damien BOUSSARD
Melody BEY MAIRET
Elise STEFAN
Louise BENETTI
Lorenzo VINCENT
Role(s) and responsibilities:
Game Design
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Designed the game's mechanics
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Designed the game's systems (wheel of elements, rewards, progression, AI)
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Designed the relationship between elements
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Collaborated with the artists to design elemental monsters
Level Design
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Created a tool to make the game fully scalable in terms of levels, monsters' strength, rewards, etc
Economic Design
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Linked to the player’s progression to the monetization
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Worked on the retention of the player (daily reward, rewards for spending money, etc)
Associate Producer
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Worked in collaboration with the Producer to review and established the planning
Role(s) and responsibilities:
Narrative Design
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Created the narrative concept and the characters
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Wrote and implemented character dialogue
Memento Mori
Memento Mori is a narrative puzzle game based on a true story.
It was developed during the Global Game Jam 2021 with the theme “Lost & Found”.
You play someone who lost their family and needs to climb over his traumas to continue his life.
Genre: Puzzle, Narrative
Engine: Unity
Team Size: 5
Duration: 6 weeks
Platform: PC
Credits :
Théo LE PHILIPPE
Axel DOBRIC
Axel FAUX
Mathieu SIBERT
Cosmo REMY
Rotten Castle
Rotten Castle is a map created for the game Unreal Tournament on PC.
It’s played in Capture The Flag mode in teams of 5.
I created a map surrounded by a dangerous green maze that can deal damage. However, the players can find powerful weapons in it, adding to the ambient damage, a risk and reward mechanic.
Because of COVID-19, we had to create sessions of playtesting remotely to make sure that the maps were working well.
With two of my comrades, we made educational documents to make sure that everyone could properly set up a server for the playtests and share their map.
Genre: First-Person Shooter, Action-Platform
Engine: Unreal Tournament Editor
Team Size: 2
Duration: 3 months
Platform: PC
Role(s) and responsibilities:
Level Design
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Created a concept of risk and reward with a dangerous maze hiding powerful weapons
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Designed the aspect of the map in collaboration with the 3D Artist
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Worked on the flow of the map, the navigation of the players and the impact of lines of sights
Organisation
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Wrote educational documents to set up server
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Organised playtest sessions for the entire class
Credits :
Théo LE PHILIPPE
Axel DOBRIC
Road 66
Road 66 is a game book that has neither visuals nor sound.
Players will have to drive a bus to escape from a violent rising sect in an upcoming apocalyptic world.
Genre: Procedural Narrative, Management, Survival
Engine: Tool-Made Script Reader
Team Size: 6
Duration: 15 weeks
Platform: PC
Credits :
Théo LE PHILIPPE
Axel DOBRIC
Axel FAUX
Damien BOUSSARD
Maxence JACQUOT
Cosmo REMY
Role(s) and responsibilities:
Game Design
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Created the game concept and systems (resources, inventory management)
Narrative Design
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Created stories and implemented them
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Designed the aspect of the map in collaboration with the 3D Artist
Quality Assurance
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Identified bugs and correct them
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Defined the broken paths and worked on balancing of the resources
Role(s) and responsibilities:
Game Design
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Created the game concept and mechanics
Miki The Little Witch
Miki The Little Witch is a Suicide Platformer.
Players will embody a witch that will die... a lot!
Thus, the players can use her body as a platform.
Genre: Platform, Die and Retry
Engine: Unity
Team Size: 3
Duration: 2 days
Platform: PC
Credits :
Théo LE PHILIPPE
Alexandre ROUSSEAU
Corentin GOOSSE