Category Archives: Game Design

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Working on Star Wars Battlefront II

It’s been more than a year than I’m working on the next Star Wars game. It’s a very big game – set across all trilogies, with single-player campaign, split screen co-op, multiplayer battles and space battles!

My goal is to lead the Criterion Design team in collaboration with DICE, Motive and Lucasfilm.

This involves:

  • Craft and drive the vision for Space Battles and Offline Co-op to inspire the team to execution
  • Communicate the vision to the team, project leaders and marketing to make sure everyone is aligned
  • Scope and adjust our vision to make sure we deliver high quality features on time and budget
  • Set up processes between our designers and our partners to deliver a consistent experience
  • Mentor designers to ensure all features are designed and implemented to a genre-leading standard

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1 mechanic, 1 prototype (Unreal 4)

You may have the best idea on paper, but software will show you if it is fun or not.

So I started a simple challenge a while ago: write one idea of a small game mechanic every day and prototype it. The goal was to push me to learn blueprint in Unreal 4, but this time with fast test scenarios rather than going to wide with complicated projects.

Some ideas were fun. Some were not. Here are two examples of prototypes: one fun, one not.

Air Hockey game

Push the puck and get it to the goal. Simple, but one rule: the more you touch it, the more your score goes down. Why? To push the player to throw it again the walls and make it bounce. It is fun and I started working anew mechanics on top of that (collectibles, bouncy walls…).

Runner with slomo

While following the Unreal 4 runner tutorials, I wanted to add a “SuperHot” feel to it: a very fast runner in which you can slomo to make better turns and avoid obstacles. It sounded interesting, but I quickly get the problem that the character was going too fast and it made it too hard, yet the character needed to go fast to make slomo useful.

One way to fix it was to take out the slomo and make it that the character can become invincible, but I thought that was really overdone in so many games.

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One day Game Jam @ home

With a couple of friends, we make a one day game jam at my place. After choosing a theme “the loop”, we made a simple – one mechanic game: the character runs on a planet and the player must jump over obstacles. Simple, exepect that every time you jump a new enmy appears! So it is a simple and but addictive loop.

You can play the game right here in your browser. 

Controls:

  • Jump: Space bar
  • Control speed: left arrow, right arrow
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The internet can’t keep any secrets

As you might know, it’s quiet common in the games industry that some projects don’t worked as you would have expected. And despite many hours of non-stop, and all the energy you put in it, some projects just never made it to the shelves.

While I was at Climax, I was working on an undisclosed Triple A Game. This project was cancelled in 2012 and the team could not talk about it or show anything. But someone on NeoGaff really wanted to find out and somehow managed to get some concept arts about this game. Then, Square Enix confirmed the project : Legacy Of Kain Dead Sun.

More infos here : http://www.eurogamer.net/articles/2013-06-19-square-enix-acknowledges-cancelled-legacy-of-kain-game-dead-sun

Most Wanted Multiplayer

I am currently working on the multiplayer of Need for Speed Most Wanted and I can’t wait to see you guys playing it : no menus (I just want to play), no lobbies (I hate waiting) and non stop competition to become the most wanted.

Check the official website for more info about the game.

See you online in November to crash your car !

PS : if you’re in Paris in October, come on the showfloor of the Paris Games Week to play Most Wanted, I will see you there :).