DAMIEN SOUSTRE
Game & Level Designer

Overview
Job Overview :​​​
My Role : Level & Technical Game Designer
Job Duration : 1 years and an half
Team Size : 30+
Studio Name : Playwing​
Project Status : Live-Ops Game
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Game Overview :
Century Age of Ashes is a multiplayer dragon battle game. Join the arena, hunt down your enemies and rule the skies!​
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Genre : Dogfight / Heroes Shooter
Platform : PC / Xbox / Playstation
Game Engine : Unreal Engine 4 (Blueprint / C++)
Season 1: The Outbreak Gamemode
Objectives:
Century: Age of Ashes is a highly competitive game, so we encountered difficulties in acquiring and retaining a large base of casual players, which is essential for free-to-play games. Furthermore, as a "Game as a Service", it was essential to introduce regular updates with original content in order to maintain the engagement of our community.
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The PvE mode was designed specifically to meet these two critical requirements:
- To offer a simple and accessible entry point for newcomers.
- To provide an adaptable and engaging experience with fresh content for dedicated players, thereby enriching the overall game offering.
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My responsibilities:
1. Project Management & Teams Coordination:
- Production Management: I oversaw the creative process and organised regular coordination meetings with the Design, Programming and Art teams over a four-month period.
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- Quality Control: My role was to ensure that production remained on track with the schedule and design specifications, ensuring on-time delivery.
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2. Game Design and Mode Balancing (Tower Defence)
- Mode Design: I designed the entire game design for the Tower Defence mode, defining the objectives (preventing the collapse of defences), the game structure (successive waves of enemies) and the conditions for victory/defeat.
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- Iteration and Quality: I organised and conducted regular playtests to quickly identify bugs and balancing/design errors, enabling rapid and effective iteration.
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- Wave Design: I designed the progression of the PvE mode:
- Monster pathing.
- Composition of each wave (intensity and mix of enemies).
- Progressive learning curve, culminating in complex final waves.​​​
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3. Level Design and Artistic Integration
- Map Level Design: I created the level design for the PvE mode-specific map.
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- Documentation and Integration: I managed the initial implementation, then documented and clearly explained the technical constraints and requirements to the artists for the integration of visual elements.
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4. AI Design and Technical Optimisation
- Design & Satisfaction Objective: The goal was to achieve high satisfaction when eliminating enemies, keeping in mind the heavy technical limitations associated with Old Gen platforms and high graphics standards.
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- Innovative Solution (Boids Algorithm): We opted for a simple but satisfying AI approach:
- Swarm Grouping: Monsters are managed in swarms, allowing them to be killed en masse for a highly rewarding combat experience.
- Optimisation (Leader AI): A single ‘boss’ AI managed the entire swarm, using a Boids algorithm to follow pre- designed lines. This optimised performance while providing fluid and chaotic movement.
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- Evolving Enemy Design: I designed the range of enemies to offer varied challenges and opportunities for future evolution:
- Weak and Numerous (crowd management).
- The Tank (priority target, threatening the tower).
- The Smokers (obscuring the map, adding a strategic element).
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- Long-Term Vision: The design of this AI was modular, leaving the door open for future improvements (real pathfinding, group merging, dodging).
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Results and Impact:
Strategic design choices and technical optimisations have paid off, making PvE mode a major success for the game:
- Player Acquisition: The launch generated a sharp increase in the acquisition of new players who were previously put off by the difficulty of the main game.
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- Retention and Engagement: PvE mode was very well received by the entire community, strengthening casual player retention and offering content that was appreciated by hardcore players.
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- Strategic Validation: This achievement validated our approach to expanding the audience for Century: Age of Ashes while offering new, high-quality content for the Game as a Service model.
Season 2: The Thornweaver Class
Objectives:​
The PvE experience led to the introduction of the first Tank/Support class to improve PvP retention. The difficulty of PvP gameplay (very short Time to Kill) caused a great deal of frustration among casual players.
Introducing the Thornweaver, a class with high survivability and low skill requirements to offer a more error-tolerant option and diversify the meta.
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My responsibilities:
1. Game Design and Strategic Role
- Class Design: I designed the Tank/Support archetype for PvP combat.
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- Key Abilities Implemented: I designed and implemented two essential survival mechanics:
- Bramble Armour: Reduces damage taken and slows attackers.
- Regeneration Passive: Regenerates health outside of combat to increase survivability and accessibility.
- Bramble Wall: A wall that procedurally blocks paths; it can be destroyed by opponents.
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2. Advanced Technical Implementation (Unreal GAS)
- Implementation: I was responsible for implementing Armour and Passive using Unreal Engine's Gameplay Ability System (GAS) (in Blueprint). This approach ensured robust and standardised network management of complex game mechanics.
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- Iteration and Balancing: I led playtests and managed the iteration cycle for these abilities. I worked collaboratively with another developer on the implementation of Thorn Wall.
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3. Story, Lore, and Narrative Integration
- Lore Design (Fates of Dragons): I created the lore for the Thornweaver class and contributed to the Season 2 narrative. My work ensured that the class design (nature and defence abilities) was narratively consistent with the theme of symbiosis.
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Results and Impact:
- Strategic Validation: The new archetype was highly appreciated by casual players, allowing them to feel more effective, and the season's lore was very well received.
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- Live Balancing Management: The introduction of this archetype caused initial balancing challenges that were quickly corrected through our live iteration process, maintaining a healthy game environment.
Season 3: The Artifact Gamemode
Objectives:
The need to introduce strategic variety into the game's competitive offering, which until then had been based entirely on symmetrical game modes.
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Designing Artifact Gamemode, an asymmetrical Attack/Defence mode, aimed at offering a new competitive vision.
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My responsibilities:
1. Asymmetric Mode Design and Gameplay
- Mode Design: I was responsible for the complete design of the asymmetric Attack/Defence mode.
- Attackers: Must retrieve an Artefact and charge it at specific points to destroy the enemy base.
- Defenders: Must prevent the Artefact from advancing at all costs.
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- Implementation of Key Mechanics: I implemented the mode's crucial systems, including:
- The logic for picking up and dropping the artefact.
- The system for charging the artefact in specific energy currents that attackers must navigate.
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2. Asymmetric Level Design
- Map Design: I designed the level layout of the map, which had to be inherently asymmetrical to support the Attack/Defence dynamic.
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- Spatial Balancing: My job was to ensure that, despite the physical asymmetry, each side (Attack and Defence) had balanced strategic strengths and weaknesses throughout the different phases of the game.
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3. Quality and Launch Validation
- QA Testing: I actively managed and participated in QA (Quality Assurance) testing for the mode, focusing specifically on detecting bugs related to new mechanics (Artifact, charge zones) and balancing asymmetric game flows.
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Results and Impact:
- Competitive Diversification: The mode has enriched the PvP offering with an innovative asymmetrical concept, renewing the interest of competitive players.
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- New Game Dynamics: The introduction of the Artefact and charge currents has forced players to adopt new movement and team coordination strategies that were previously rare.