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STATUS : UNKNOWN ongoing

 

Type : School Project, Final Year (5th)

Role : Technical Game Designer

Genre : ARPG, Hack 'n' Slash

Time : Oct. 2023 - June. 2024 (9 months)

Engine : Unity

Team Size : 12

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"Status : Unknown" is my final year project at RUBIKA Supinfogame. My role is to make the Game Designers experience in the editor as good as possible and tailor it to their needs by creating authoring tools in C#, managing gameplay data and better integrating other software like Google Spreadsheet or WWISE into the pipeline.

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Technical Designer Responsibilities

  • Assess content creation needs and support it with authoring tools

  • Quickly prototype systems such as Damage Types, Dialogue, Quests and Player Progression

  • Support Gameplay, Narrative and Sound designers to quickly iterate on their work

  • Test and improve the tools' UX or features by gathering designer feedback

  • Write technical documents and How-To's for all the available tools

SYMBIOSE RUSH

 

Type : Internship, Summer 2023

Role : Serious Game Designer

Genre : Card Game

Time : June-Oct. 2023 (4 month)

Engine : None

Team Size : 4

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I worked as an intern in this indie studio that helps french companies in their socio-ecological transition as defined in Corporate Social Responsibilities, through a creative experience at the crossroads of gameplay, collaborative storytelling and speculative design.

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Game Designer Responsibilities

  • (re)Designed the initial product to fit new needs

  • Designed content from initial concept to final print for a total of 138 "Pillars" cards, 34 "unforseen event" cards and 9 Persona cards

  • Adapted the Game's design to better fit the needs of a second client (ENGIE)

  • Participated twice in game session facilitation

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System Designer Responsibilities

  • Wrote a System Reference Document to allow for easier tweaks and flexibility

  • Designed key systems such a story creation, negotiation and goal setting

  • Documented the various components and thought process so that the team could keep creating or updating content once I left

"Benjamin is a talented Game & Systems Designer. He can demonstrate great creativity, flexibility, and deep analytical skills. He is very committed and passionate about his work, that he does with great effectiveness. [...] It was a pleasure working with Benjamin, and I highly recommend him !"

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- Sara Dupuis, SymbiOse Rush co-founder

GIGANTIC

 

Type : Internship, Summer 2022

Role : Technical Game Designer

Genre : Hero-Shooter, MOBA

Time : August-Oct. 2022 (6 weeks)

Engine : Unreal

Team Size : 30+

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Abstraction is a dutch co-dev studio who collaborated on many games such as Baldur's Gate 3, Dune: Awakening or Frostpunk. As the studio was growing its creative team, I worked on Gigantic as a Technical Designer to help integrate Roland's Gameplay with an internal tool, documented it, and designed new character's concept.

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Technical Designer Responsibilities

  • Document their internal gameplay tool

  • Integrate senior designer's work with it
  • Assess when code support was needed

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Champion Designer Responsibilities

  • Design new character's gameplay and progression

  • Write their bio according to the Narrative guidelines

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AMARTHËNA

 

Type : Personal Project, Summer 2022

Role : Game & Systems Designer

Genre : Turn-based Tactical

Time : Summer 2022 (1 month)

Engine : None

Team Size : Solo

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I worked on this personal project to improve my Gameplay and System design skills by creating a set of 22 champions for a game concept. I also wanted to see if I was able to derive meaningful character mechanics out of thematics like love, redemption or free will.

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Champion Designer Responsibilities

  • Do some research for each character's theme

  • Define the character's core gameplay mechanic

  • Define a set of abilities for each character so that each one feels unique

 

System Designer Responsibilities

  • Define the overarching game's systems such as   turn-taking, character actions and stats

  • Setup a list of keywords and events as the basic building blocks for character abilities

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DAGADA'S STORY

 

Type : Commission, Summer 2022

Role : Game Designer

Genre : Puzzle-Platformer

Time : July - August 2022 (2 months)

Engine : Unity

Team Size : 2

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When first seeing the game trailer at an indie dev meeting, I quickly fell in love with the concept. But both the developer and myself agreed: the game was struggling to find its design vision and lacked any engaging core loop or meaningful mechanics. The dev hired me to help him strengthen the game's pillars, gameplay and overal direction.

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Game Designer Responsibilities

  • Help the client to strenghten its vision by conducting game research and analysis

  • Provide both theoretical and practical examples to improve its game design knowledge

  • Brainstorm on ways to better integrate Gameplay mechanics, Systems and Narrative

  • Promote new Worlbuilding frameworks to bring more structure to the storytelling

"Benjamin worked during 2 months on the design of the video game: Dagada's Story. He understands the needs, gets involved in the project and brings ideas that match the vision of the game. It was a real pleasure to work and learn from Benjamin on many areas of a video game's design."

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- Matthieu Lu, Dagada's Story developer

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REUS 2

 

Type : Internship, Summer 2021

Role : Systems Designer

Genre : God-game, Strategy

Time : June - Sept. 2021 (3 months)

Engine : Unity

Team Size : 4

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Abbey Games is a dutch indie studio specialized in management games. Reus 2 is the continuation of a very well received prequel that has you play as giants to manage natural resources, create biomes and deal with human societies. I joined the team soon after pre-prod to assist the Principal Designer on content creation and managing a growing set of mechanics and systems

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System Designer Responsibilities

  • (re)Design early versions of some biomes (Forest, Taïga, Desert, Ocean)

  • (re)Design animals and plants through various rarities

  • Reorganize existing mechanics with some patterns (set collections, tags, rarity) and design new ones

  • Implement them in C#, playtest, tune, and provide feedback for the Principal Designer​

  • Tackle various challenges with the Principal Designer (player progression, villagers' quests, biome creation)

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