Game Design


Video Games


Ray    ​ 

Ray is a single-player puzzle game where you embody a Guardian Spirit in a mysterious forest, working to restore its natural equilibrium.

To progress, you'll solve puzzles by manipulating the position of the Sun and Moon, whose light influences the forest's environment and elements. 

Your mission: find the artifact fragments and keep the eclipse at bay. Just remember, pushing the cycles too far could shatter the balance... The forest depends on you! La forêt a besoin de vous !  ​​Lien Itch.io : https://julia-dubois.itch.io/ray


Au cours de ce projet j'ai :

  •  Réalisé une partie de la programmation des mécaniques sur Unreal Engine 5.
  •  Fait du Level Design qui n'a pas été gardé pour le rendu final (Accessible here)
  •  Réaliser une partie du Game Design.




The legend of Kun


The Legend of Kun is a game created in 3 weeks in collaboration with Game Artists at my school. The game was developed using Construct 2.

It's a platformer and puzzle game where players must collect crystals to unlock new paths.

The game is based on light mechanics, where light is used to activate various elements.

The goal of the game is to restore light to a world where it has vanished. The player carries a lantern, which holds the last remaining flame in the world.

In this game, the field of vision is limited to encourage the player to explore the levels. All the HUD elements are diegetic, enhancing the visuals and increasing the player's sense of tension and immersion.

In this project I :

  •  Programmed the game mechanics in Construct 2
  • Did some of the Level Design  (Accessible here)
  •  Contributed to Game Design.




It happened

"This game was made using Unreal Engine 5.

It happened is a solo game created during a challenge I set for myself to make a full game 4 days

This project was very rewarding because it allowed me to test myself on all aspects of game creation.​

I was given the theme, 'The world stopped when it happened to me.' I found it a tough theme for a game to be made in 4 days.

So, I thought about mechanics and the start of a narrative about this.

The result was a puzzle game in which the player embodies a character who must go through the stages of grief. To do this, the player has the ability to stop time. They will therefore be able to interact with various elements when time is stopped.

During this project, I made a major game design mistake and I realized it while having other people test the game. There is a very big rhythm change that breaks the entire atmosphere and rhythm of the start of the game that the player has grown accustomed to.


I created the entire project myself. The 3D assets, cinematics, VFX, programming...

This project was published on  Itch.io           
Accessible by clicking: here



Lucid


I participated in a several-week-long Game Jam during which three of us had to create an RPG using RPG Maker software.

We divided the tasks among the team and produced a small, functional game. Each group member created levels with specific mechanics and had to defend their ideas to have them integrated into the project.

This project focused on Game Design by concentrating on balancing and designing the game's various equipment.

Scenario :  

The game tells the story of a child trapped in a nightmare. To escape, he must confront and overcome his fears.


The player will need to face various monsters and puzzles to level up and gain new equipment.


Role Play Game

L'héritage d'Asali


L'héritage d'Asali is a role-playing game inspired by African mythologies.

In this group project, I took care of the overall project management, as well as the narrative construction. I also created the environments we used on Roll20.

Finally, I was the Game Master during the playtesting sessions.


Scenario :  

The players had a vision of Asali in their dreams. They decide to meet at the Grand Mi-su, a place rich in history and magic. Once gathered there, they are overwhelmed by all sorts of monsters.

Yéba arrives on horseback and repels the last of the monsters to rescue our heroes. Yéba explains that Mami Wata sent these monsters because she discovered their powerful connection to the ancestor and wants to separate them from it.

Board Games

Assassin's Creed Historic Rush


During my years of study, I had to create several board games. This one is inspired by the Assassin's Creed universe, taking some characters and game design principles present in the video game.

This project has been prototype on Tabletop

The players embody Assassins and their goal is to prevent the Templars from reaching the center of the board. To do this, they must synchronize at certain points in order to discern the Templars from the innocents and eliminate them.

I completed this project alone.