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Lead Designer 
Combat Designer
01/22 --> 01/23

My missions :

I had the opportunity to develop this video game based on a board game co-created with Théo Pottier, another game designer. 
After an initial development based on a map, we reduced the scoop to focus on 5 to 10 minute games in which players compete against each other in an attempt to increase their fame on the high seas.

As lead designer, I had the opportunity to divide the tasks between two designers and myself in order to stick as closely as possible to the creative vision set at the start of the project. 
I was able to develop the combat system and its synergies by developing classic but effective archetypes.

My aim here was to be able to offer a system that was easy to get to grips with, but whose construction could be very different depending on the player. 

So I developed 3 weapons that differ from each other depending on their biomes.

Cannonball : this is the classical pirate weapon , everybody knows how it works . Simple and fonctionnel, it's more offensive but useful in case of an escape.  

Hook : This one is more complex,  can bring opponent to you , the idea here is create some chaotic situation thanks to the barrel but also if you're precise,  avoid any escape from your opponent. 

Barrel : This weapon can be used as an offensive or defensive weapon. It's perfect for preventing a Hook from hitting you, worse a surprise awaits the player at the end of the rope.
The idea is to counter a hook and provoke situations in which navigation is essential. 


Biomes : The biomes give specificity to each of the weapons while trying to preserve the following archetypes.
-Storm : To improve your movement and speed .
-Magma :  To obtain more defense .
-Toxic : To diminish opponent speed during a short time .

In a nutshell 

  • Management of a team of two game designers.

  • Combat system

  • Creation of Biomes

  • Loot system

  • Storm system

  • Weapon system

  • Synergie and progression

  • Multiplayer

Gallery

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