
Bosquet
Engine: Unity
Role: Level Designer, System designer
Genre: AutoBattler, Dungeon Crawler, Serious Game
Team: 19
On the back of Gustave, explore the bosket looking for a medicine to save "P'tite Pousse". Meet new friends, make them happy, overcome the difficulties together. And when death comes, do not mourn but cherish the time spent whit them.
This game was made in partnership with ESPPERA, a French association of doctors and nurses, and the Léon Berard research center. The goal was a game for children to play with their parents and nursing staff, and teach the latter that it is sometimes worth leaving the hospital and missing some treatments to go on holiday trips, make souvenirs, and actually live.

During the project i've been working mainly on the level and system design.
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My initial task was to work with my team to design enemies, heroes, and rewards to provide a foundation for the tech team. We decided to create specific heroes based on archetypes, such as shield, tank, and berserker. After testing these heroes, we were able to identify intriguing enemies and their associated rewards.
Hero compositions strategy

Skill triggers
After completing the design phase, I needed to create a macro map of the game that combined encounters, such as battles and events, with rewards like fruits and characters. The main challenge was ensuring the map was clear and understandable for the tech team. To address this, With the assistance of designers, we have decided to create additional documentation alongside the map to explain certain concepts in more detail.

Map Concept

Map in game

During the project, I conducted over 30 tests on participants, both within and later outside the project. At the end of each test, we used a form to collect and analyze the samples, which allowed us to establish an effective global balance.
Form answers