• scroller_01_sanfrancisco.png
  • scroller_02_southpark.jpg
  • scroller_03_thecrew.jpg


Game Design

 

 

A wide knowledge

 

 

As you can see in the projects section, I have already worked on many kinds of projects including:

  • Commercial projects
    • MMO games
    • First Person Shooters
    • Turn-Based Strategy
    • Tactical RPG
    • Racing games
    • Social games
    • Educational games
    • Sport simulations
    • Puzzle games
    • Karaoke games
  • Personal and scholar projects
    • Real Time Strategy
    • Action-Adventure games
    • Role Playing Games
    • Tactical shooters
    • Shoot'em up
    • Interactive Stories

 

 

Systemic gameplays

 

 

Some games like the Uncharted series or Tomb Raider are designed in a cinematic approach, using storyboards, climax curves and other methods from the movie industry (here a gameplay video). It provides strong sensations but also requires a lot of individual scripts and makes the game very linear. This is the reason why I also pay close attention to the systemic approach of Game Design which consists in defining global patterns instead of hard-cording events and entities behaviors individually. Systemic gameplays have the advantages of:

  • Facilitating the integration of new contents
  • Facilitating at the contrary the cut of content
  • Facilitating the creation of user-generated content
  • Reducing the Level Design workload
  • Encouraging emergent gameplays (i.e. possible gameplays not initially designed)
  • Encouraging the diversity: several ways to reach a same objective
  • And so encouraging the replayability of the game.

System gameplays perfectly suit agile methodologies and have already contributed to the success of world-renowned games such as the Hitman series, Little Big Planet or Minecraft.

 

 

 

Documentation

 

 

I am used to write all kinds of documents from 2-page concepts to full Game Design Documents through mindmapping, visual behavior and interface charts. I prefer creating several documents focusing on individual features instead of large bibles. Indeed, this format better suits agile software development methodologies as each file can be more easily edited, reviewed and approved.

 

I know all the ins and outs of user stories and regularly train myself describing various gameplays such as enemies from The Legend of Zelda on the screenshot below. Wikipedia describes user stories as "descriptions consisting of one sentences in the everyday language of the end user of a system that captures what he does or needs to do". User stories are consequently an excellent format to explain the player experience from a systemic point of view

 

An efficient user story must respect the INVEST characteristics: 

  • Independent
  • Negotiable
  • Valuable 
  • Estimable
  • Small
  • Testable