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Overview
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Genre : Third Person Action Adventure

Main Roles : #Game Designer, #Visual Scripter, #Scrum Master

Team : 

- 3x Game Designers & Visual Scripters

- 2x Game & Level Designers

- 2x 3D Enviro Artists

- 1x 3D Character Artist

- 1x Sound Designer

Duration : 8 months

The demon of the Blood Spear has awaken and is looking for revenge.

You play as the Blood Spear and have demonic powers allowing you to get rid of your enemies.

Advance into the sanctuary of an evil cult and satisfy your infinite bloodlust.

BLOOD SPEAR WALKTHROUGH

> My Main Contribution to Blood Spear

BOSS FIGHT

I worked as Main Game Designer and Main Visual Scripter on the boss including:

  • Designing patterns, moves and fight area.

  • Scripting using blueprints, navmesh and behavior tree system on a multi part Boss (Hands + Body).

  • Balancing damages, anticipation time, and flow.

  • Iterating on feedbacks from the team and from playtests.

  • Working closely with Artists for Hands Animations, Boss Model, and Level Art.

  • Working closely with the 3C Scripter to set health & damage system.

  • Working closely with the Narrative Designer to design and launch cutscenes.

  • Working closely with the VFX Artist to link FX to the design.

To see the boss fight, reach 16mn in the video above.

Boss Fight

GET REFERENCES

Creative process was limited by many parameters:

  • Time: At the beginning of the project, the goal was to build a 10 minutes experience, so we couldn't afford to create a complex Boss Fight because we needed to teach the game in the same time.

  • Resources: We had only two 3D Artists in our team so we needed a boss without too many animations to limit the cost of production.

  • BP Only: All the game was made with blueprints and without any programmers; so we had to keep things easy to execute.

FIND OUT BOSS PATTERNS  (Iteration)

Boss_01.png

Putting ideas down and communicate

  • Make a GD reference document for memory and communication

  • Make it easily to understand from other departments

  • Communicate the intent to the team

PFE_BossTest_01.gif

PROTOTYPE IN ENGINE (Iteration)

Prototype the sooner possible and iterate

  • Time to test any pattern idea and determine the risks

  • Communicate with concreteness to the team

  • Allows the team to prepare the future and determine what will be needed

  • Polish every features to make it juicy

FLOWCHARTS BOSS BEHAVIOR

Slide2.PNG

There are 3 phases (P1, P2, P3)

Rectangles represent a Boss Pattern, Losanges represent a condition and Ovale represent a state

This was the first iteration of the Boss' Behavior​

  • Try to assemble puzzle pieces to make the smoothest experience

  • Determine where the risks are mostly present

  • Scope and allow us to plan all the features in the JIRA

Other

> Others Contributions to Blood Spear

I did many things as Game Designer on other parts of the game. Here are a few of them:

  1. Rational Game Design & balancing

  2. UI for Tutorials

  3. Playtests & Playtest report

  4. Scrum Master on JIRA

1. RATIONAL GAME DESIGN & BALANCING

Rational Game Design Processus:

  • List each features, challenges and controls

  • Build parameters table for each feature

  • Adapt table for each LDO in the game

  • Use tables to balance experience

2. UI FOR TUTORIALS

3. PLAYTEST & REPORT

I led around twenty playtests of the game during Alpha. You will find below: 

  • The form I created for playtests. You can go through by completing and abort at the end.

  • The playtest report I made for the team to resume and communicate the results

4. JIRA SCRUM MASTER

We tried to work as Agile as possible with weekly Sprints 

  • Leading meetings

  • Timing & Updating tasks

  • Adding requests to Assets Lists

Team

> Special Thanks to the team I made the game with

> Clément DESCHAMPS : Game Design + Level Design

- For the help in Level Design and his wonderful VFXs.

 

> Erwan MAUPAS  : Game Design + Level Design

- For his Game Design feedbacks.

> Irwin SEGARANE : Game Design 3C, Visual Scripter, Narrative Designer

​- For his helpful hand on blueprints and unreal in general​.

> Nils TRAUN : Game Design + Programming

- Because he made the Death Feature alive.

> Thibaut REIMEL : 3D Artist

- For the stunning environment, textures, animations and optimization.

> Quentin LE GOFF : 3D Artist

- For the stunning environment and the boss model.

> Antoine RAMPALY : 3D Character Artist

- Without whom we would not have had the time to push the game so far.

> Nicolas DES ALLIERS : Sound Designer

- Who gave life to the sound environment of the game.

Finally Thanks to Isart Digital Montréal that makes all this possible in a remote/COVID environment.

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