STATUS : UNKNOWN
Type : School Project, Final Year (5th)
Role : Technical Game Designer
Genre : Hack ‘n’ Slash
Time : Oct. 2023 – June. 2024 (9 months)
Engine : Unity
Team Size : 12
“Status : Unknown” is my graduation project at RUBIKA Supinfogame. My role was to make the Game Designers experience in the editor as good as possible and tailor it to their needs by creating tools in C#.
Technical Designer Responsibilities
- Provide designers with authoring tools for Dialogue, Quests, Audio and Player Onboarding
- Allow them to import Google Spreadsheets data with a custom integration tool
- Test and improve the tools’ UX or features by gathering designer feedback
- Write Technical Design Documents and keep them up to date
SYMBIOSE RUSH
Type : Internship, Summer 2023
Role : Serious Game Designer
Genre : Card Game, Creative Play
Time : June-Oct. 2023 (4 month)
Engine : None
Team Size : 4
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 game experience at the crossroads of creative play, collaborative storytelling and Episodic Future Thinking.
Game Designer Responsibilities
- (re)Design the initial product to fit new needs
- Design content from initial concept to final print for a total of 138 “Pillars” cards, 34 “unforseen event” cards and 9 “Persona” cards
- Adapt the Game’s design to better fit the needs of a second client (ENGIE)
- Run 2 game sessions of around 50 players each
Systems Designer Responsibilities
- Write a System Reference Document to turn the game into a set of off-the-shelf components
- Design key systems such a story creation, negotiation and goal setting
- Document the thought process behind every component so that the team could keep creating or modifying them in full autonomy
GIGANTIC
Type : Internship, Summer 2022
Role : Technical Game Designer
Genre : Hero-Shooter, MOBA
Time : August-Oct. 2022 (6 weeks)
Engine : Unreal 3
Team Size : 30+
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.
Technical Designer Responsibilities
- Document their internal gameplay tool
- Integrate senior designer’s work with it
- Assess when code support was needed
Champion Designer Responsibilities
- Design new character’s gameplay and progression
- Write their bio according to the Narrative guidelines
DAGADA’S STORY
Type : Commission, Summer 2022
Role : Game Designer
Genre : Puzzle-Platformer
Time : July – August 2022 (2 months)
Engine : Unity
Team Size : 2
When first seeing the game trailer at an indie dev meeting, I quickly fell in love with the concept. But both the developer and I 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 direction.
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
REUS 2
Type : Internship, Summer 2021
Role : Systems Designer
Genre : God-game, Strategy
Time : June – Sept. 2021 (3 months)
Engine : Unity
Team Size : 4
Abbey Games is a dutch indie studio specialized in management games. Reus 2 is the sequel of a very well received game 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
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)
“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 !”
Sara Dupuis
Creative Director, SymbiOse Ecosystème
“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.”
Matthieu Lu
Developer, Dagada’s Story