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Unannounced TPS


Genre: TPS - Extraction - Coop
Moteur: Unreal Engine 5
Plateforme: PC
Missions: Game Design - Technical Game Design - UX Design - Balancing

Having arrived at the very start of production, and initially the project's only Game Designer, I was tasked with identifying all the publisher's requests and coming up with an initial concept.

Once the concept had been validated, I was able to draw up all the design documentation and iterate on each of the game's systems. Development time was very short for a project of this scale, so I had to think about every detail beforehand to avoid as many mistakes as possible.

I started by working on the 3Cs and the gameloop, before going into more depth on Combat Design and Progression (loot, craft, loadout, etc).

Once these systems were complete, I was able to concentrate on the project's UX. All the menus, as well as the HUD, had to be prototyped on Figma in order to work with an external UI artist.

Since the game features a complex crafting and loadout system, it was necessary to design particularly simple and fluid menus.

To save time in production, I also produced the UI assets for the crafts, thinking about their common grammar and preparing a Figma tool for easy multiplication.

Finally, most of my time was spent on balancing on GSheet. As the majority of the project was based on mathematical formulae, it was necessary to work on them as well as possible.

The game has an almost infinite number of difficulty levels and a huge number of parameters depended on this (procedural generation of the level design, enemy stats, amount of loot, etc.). Each weapon and piece of equipment also had to be balanced (here, the recoil curve of a weapon).

At the end of my contract, I also had the opportunity to start balancing a free-to-play system for the game.