GAME DESIGN
It's difficult to reduce an area as broad as game design in a simple summary. Design is by essence subjective and adaptative, every project needs tailored design thinking and approach. That being said, here are some key design guidelines that comes to mind:​
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A game designer needs to keep learning; I've been designing games for years now, and am still only scrapping the surface to game design. I'm naturally curious, so this is one of my favourite aspects of game design!
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A game designer needs to have excellent communication skills; both to externalise their ideas and to take critical feedback from others.
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A game designer is a problem solver; fixing two solutions with one problem, and taking into account not only the game, but also the production context in which the game is made.
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A game designer thinks with the player in mind; making a game that is fun to design doesn't mean it will be fun to the players.
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Design is narrative, a game is an experience; ideas might exist within a narrative that would not otherwise make sense out of context.
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Design is elegant; features must be intuitive and be meaningful to add to the game.​
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Design is beautiful. I'm never as proud as when I witness excitment, surprise, joy in the eyes of someone playing something my collegues and I made.
Programming
While working at Littlefield Studio, I spent countless hours working in the game engine. In addition to my design responsibilities, I was also responsible for implementing puzzle behaviors and player navigation in Unity, using a custom-made blueprint system inspired by Unreal Engine.
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I have also worked on several projects in Unreal Engine, including my graduation project, gaining experience with its Blueprint system and overall workflow.
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Since joining YSO Corp, I have made significant progress coding in C# for Unity. I created one game prototype every week and took weekly feedback from programmers at my workplace to improve my skills.
LEVEL DESIGN
My approach to level design may change depending on the game and situation I'm working with, but following here is my general design process. I'll take my graduation project Twin Cores for example, as I feel I've grown a lot as a level designer from this experience. If you play the game, I was responsible for the part in which both players are fused in a single ship.
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Step 1: What's the narrative context?
Is the game set in a cramped cave, or an open field?
Is the intent to scare the player, or make them feel powerful?
What comes before and after this situation?
The context will shape the overall experience expected for this level.
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For Twin Cores, I needed to make an environment challenging for both the players in control of the ship and the player in control of the weapon, so I needed to have dangers to dodge and targets to shoot at all at once. On top of that, the environmental corruption players were fighting needed to be more present than in other areas of the game. I decided to make the environnment ravins as opposed to the open sky previously explored. Having close walls and ground helped with speed perpsective, visual identity, and narrative situations with enemies jumping in and out of cover.
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Step 2: What are the game mechanics?
What are the abilities available to the player at this point?
What are the level design bricks specific to this environment?
Are there underused or overused mechanics in other parts of the game? Why?
Thinking early about the mechanics available for my level design help me create a coherent environemnt as well as identity.
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For Twin Cores, I exploited the ravins for cover for enemies and obstacles to dodge. I also made heavy use of the snake-like enemy, representing heavily corrupted enemies and barely seen in other sections of the game, thus tying that enemy to this environment. Its snake body felt like a natural fit with the long ravin corridors, and their attack pattern as well as durability were perfect for the player's fused ship.
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Step 3: List interesting situations
Now that I have the context and game mechanics, it's time to go wild; I make a list of design situations and iterations, with as few constraints as possible. At this step I'm usually working with a pen and paper first for quick ideas, but Illustrator or Figma for more complex depictions and in the game engine for ideas that require three-dimensional thinking are good too so as not to limit my imagination.
This is also important to share those ideas with the rest of the team, so artists and programmers can share their technical points of view on those situations and everybody can share ideas and feedbacks, as well as to help build a coherent global understanding of the game within the team.
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For Twin Cores, I had a lot of wild ideas with enemies jumping into the ravins, players making short fast-paced turns and flying between rocks and projectiles. This is where most of the cinematic gamefeel comes from.
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Step 4: Build the gameflow
This is a crucial step, because there are many factors to take into account. New mechanics and level design bricks need to be introduced progressively to the player The pacing must alternate between discovery, mastery, and resting. Environmental story telling must be coherent with narrative intentions as declared in step 1. Depending on the gameflow needs, I choose the best and most appropriates ideas from step 3, and make others as they naturally come to mind. At this point, I'm making the first overall level schematics.
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For Twin Cores, this step was very delicate to balance. I had to introduce a number of mechanics (the snake enemies, the close ravins, and above all the fused-ship mechanic). I took the time to create several gameflow experiences, mixing and matching them until I was satisfied with the result, and continued to improve upon it later on with proper playtests.
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Step 5: Assemble the level
It's time to greybox the level. I have an overall idea of each situation's intention, but there is still a lot to do.
While I'm doing the greybox, I keep in mind the design intentions, gameflow, and narrative behind every scene. I use level design to guide the player where I need, using landmarks, information priorization, guiding geometry and features. While building the greybox, I stay in close communication with the artists and narrative designer.
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For Twin Cores, I worked in close colaboration with our artists to ensure we shared a common artistic direction.
As a sidenote, we had another challenge at this point: our professors advised against making a rail-shooter because there had been many unsuccessful attempts in the past years. When we started the project, we took that advice in consideration and analysed those previous games; we noticed that those games felt "empty", with unfinished environment. For that reason, we decided to make our rail-shooter loop into a closed environment rather than going in a straigth line, giving our artists and level designers less space to fill. In my greybox, I did so by making the players go into the ravins first, then fly back above it a second time. We're very happy with the results!
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Step 6: Playtest
As soon as I have a coherent section of gameplay, I try to put it in another player's hands. It helps me catch issues early and prevent wasting effort later on.
From this point onward, repeat steps 5 and 6 until the result is satisfying, tweaking the level design and replacing placeholders with more advanced assets as time goes on.
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For Twin Cores, I spent a lot of time watching playtesters go through my portion of level design and tweaking the level afterwards. One issue I had was a long ravin with turrets at the end shooting the players. Because the projectiles were coming from upfront, the player controlling the weapon was hiding the enemy's projectiles with their cursor, making dodging nearly impossible for the other player in control of the ship's movements. My solution was to move the enemies above the ravin, so their projectiles would be seen crossing the screen instead. I also dispresed them along the ravin, so targetting them was easier and more rewarding while pushing the weapon's wursor away from the screen center.
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PUZZLE DESIGN
My puzzle design process is somewhat similar to my level design process. In many cases, both find themselves intertwined.​ However, making a puzzle needs even more care to slowly introduce game mechanics and teach them to the players.
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​There is much more to say about puzzle design. After my experiences working on puzzle design for both Labsterium and Littlefield Studio, I wrote this Puzzle Design Masterclass for the students of LISAA School of Art & Design. I believe teaching is one of the best ways to learn. If you check it out, feel free to give me feedbacks!
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Here are some key design features I always try to keep in mind when making a puzzle:
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What's the narrative context?
As always, narrative context is a good starting point, and can create new kinds of puzzles that would otherwise be impossible.
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Can my puzzle be solved with reflexion, rather than trial and error?
If the puzzle takes too much mental overload, and thinking about the solution is harder than trying out a bunch of solutions at random, then the players most likely wont solve the puzzle the way I intend them to.
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How can I exploit my game mechanics?
Ideally, a puzzle game is built around a single main mechanic, and exploits it in varied ways. When building puzzles around a mechanic, I try to list every way the mechanic could be used, and how it would interact with differrent mechanics.
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Teaching players
The hardest part of puzzle design is arguably teaching mechanics to players.
Too slow, and the player will get bored.
Too fast, and the players might not understand them properly. Once the players misunderstand or forgets a game mechanic, the game becomes increasingly harder to master.
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Surprising players
Once a player understands a mechanic, I introduce them to new ways to exploit them. The ideal way to achieve that is to teach a solution to the player in level A, then trick the player into using this solution in level B, only to make them realise there is a new innovative way to overcome this level. This is known as the catch-revelation design.​​​​

PROGRAMMING
When working at Littlefield Studio, I spent countless hours working within the game engine. Aside from my deisgn responsibilities, it was also my job to implement puzzles behavior and player navigation within Unity, using a custom made blueprint system inspired from Unreal Engine. ​I'm always happy to learn and quick to adapt!
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The image below is a screenshot of a few nods I I was working with.

Since I've began working at YSO Corp, I've also made huge progress coding in C# in Unity. I make one game prototype every week, and happily take feedbacks from professionnal programmers in my workplace to help me improve.
Communication is key!
Especially for a game designer, who must interact daily with varied specialists. Back when I was a student, I often mediated communication between my classmates. Bad communication invariably leads to problems that could've been prevented.
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Communication happens at multiple scales, all equally important to me:​
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First is team organization. Being socially proactive, knowing when to call for a meeting, using the organization tools at my disposal, and knowing my responsibilities within the team.
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Then is information transmition. Knowing how to give and recieve information and criticism, remove miscommunications, knowing how to brainstorm and present ideas.
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And then is empathy and the more social aspect. More than information, this is about giving people room to speak, showing them they are heard, being easy to approach so others won't hold back interacting with you, resolving conflicts, and motivating those around you.
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There is a lot more to communicating than first meets the eye!
