DAMIEN SOUSTRE
Game & Level Designer

Overview
Play alone or with up to 3 friends as field scientists exploring secteral labyrinthine cornfields, collecting evidence for a mysterious corporation.
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Plateform : PC (Steam)
Team Size : 7
Role : Technical Game Designer
Duration : 4 months
Software : Unreal Engine 5
Relation with Investors and Publishers
I've worked on presentation that has been shown to mutliples Investors & Publishers, in multiple events like at the Game Dev Conference or at the Summer Game Fest.
I've also pitched my ideas during the whole process to the investor that decided to follow us in our journey.
Creating an environment for quick iteration
I was communicating with the Programmer to create a technical environment that involves quick iteration on Unreal Engine 5. And we found multiple ideas :
- See forward and think about what we will need the next sprint to anticipate issues​
​- Follow the Epic Game vision for Unreal, using C++ for functions and Blueprint to call them, like that little tweaks on gameplay elements are kick to do and debug
- Avoid hardcoded behaviours and use interfaces to share them and communicate easily between Gameplay Elements
- Creating tools to help all professions to iterate
Shaping the Player Experience
I've designed and prototyped multiple mecanics :
- Procedural Dungeons: Keeping a labyrinthine path, without the feeling of being constantly lost. Even though the Level Design is procedural
- Interesting AIs: Make AIs with weaknesses that allow them to be learned and mastered, while keeping them frightening for the players.
- Puzzles: One of the aims of the game is to encourage players to work together. To achieve this, I've created a number of riddles that have to be solved together by finding clues in the fields.