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Can epic battles and mindful exploration coexist?






Yes, but it requires discipline and, above all, communication. My aim was to create combat scenarios inspired by dungeon crawler games whilst retaining moments of contemplation and exploration.
-Trailer-
I mainly worked on Level Design and its various iterations throughout the project, as well as creating documentation. I also supported other fields through playtest analysis, dressing, integration and producing for the creation of UI assets.
-WALKTHROUGH-
Softwares

Unreal Engine 5

Perforce

Figma

Notion
My work
The project went through numerous iterations before becoming what it is today. Initially, the game was intended to be a shooter with limited, physics-based ammunition. But from the very first tests, we realised that these different mechanics couldn’t be combined.
We had to pivot quickly to find new solutions without slowing down the rest of the team.
I came to the conclusion that the spheres should come from the environment rather than the player; the player’s role would then be to strike them back towards the enemies, creating a dynamic combat environment that leaves room for the player’s creativity.
-Before & After Video-
Learnings

The importance of iteration
Repeated playtesting showed me that level design assumptions rarely survive contact with players. Iteration became the primary tool for refining flow, readability and challenge.

Balancing conflicting gameplay intentions
Designing fast-paced combat while preserving moments of contemplation taught me that pacing is not about choosing one experience over another, but about creating meaningful transitions between them.

Useful documentation
I learned that good technical documentation is less about storing information and more about enabling communication. By clearly defining systems, constraints, and implementation requirements, documentation becomes a powerful tool for collaboration and production efficiency.

Cross-Disciplinary Collaboration
I learned that being a game designer is not only about designing experiences, but also about understanding the constraints, workflows and perspectives of the disciplines that bring those experiences to life. Effective communication and cross-disciplinary awareness can significantly improve both the design process and team efficiency.
Steam Page
The Team
Game Designers
Samuel Guegant
Ethan Lenfant
Adam Aissani
Game Artists
Jérémy Tioulong
Noélie Decrescenzo
Anna Chi
Valentin Desvarieux
Enzo Ruano
Aurélie Schoepff Longeville
Producer
Lucile Lagarde
Music and Sound Designers
Game Design&Developers
Rebeca Ortiz
Alexandre Le Bacquer
Game Developers
François Lahalle
Eliot Nerrand
Marius Piris
Marketing
Paul Herbinière
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