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Projects

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Mario + Rabbids Kingdom Battle is a tactical Xcom like developped by Ubisoft for Nintendo. 

Player can control different teams composed by the Mario universe characters and their rabbids clones. 

You will have to progress in a crazy adventure in which you will have to fix the spatio-temporal washing machine to go back home.

The game let you personalize your gear for each character and their skills which modifies your playstyle.

During this mandatory, my mission was to gather players data and synthetize them into lisible and undestandable dashboards. These data may look like monetization actionnables (ARM), communication oriented data or usefull informations for design teams (Game/Level design), to see what we could learn about player actions, difficulty curves, balancing, teams composition, use of space for level design... 

I had the opportunity to mainly work on the DLC Donkey Kong adventure, which has known a great success for a Switch DLC. I also worked closely with playtests, devs test teams and Game/Level Designers.

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Styx : Shards of darkness is the second title of the Styx license, developped by Cyanide Studio and produced by FocusHome Interactive. You play as Styx, a goblin who became master in the art of robbery, stealing and assassination, and hunting mysterious crystals that may bring him powers he is looking for since a long time ago.

To accomplish his mission, he will have to use gadgets like the classical dagger, mines, lockpicks... but also use powers given by amber consumption and his environment to bypass the constraints of his weak body. 

This title is offering an authentic stealth/action/rpg experience thanks to large open levels, skill trees and a craft system.

On this game, my mission was to take care of the quality of features like IA detection zones, sound spreading, animations coherence and create some features like skills.

I also worked on the localization (french-english) and quality assurance through bug reports.

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Finalist at Unity Game Awards - student projects category, and Honourable mention at Indie Game Festival, A.L.F.R.E.D is my Game Design studies project. Created with 8 other students ( 1 Game designer, 3 artists, 2 programers, 1 producer and 1 sound designer , see end game credits ;) ), the goal was to create a puzzle/adventure game with a strong visual identity and a sober and suggestive narration.

 

We have been strongly inspired by inside and little nightmares to create our universe and our look and feel.

You play as a young girl in an apocalyptic world . She just can move, jump, grab objects. You will quickly meet a Robot, ALFRED, which is the last working butler bot.


This robot obeys to the 3 fundamental laws of robotics according to Isaac Asimov's book "Robot". Its mission will be to protect EVERY human it can.

The factory where the game takes place has been colonized by strange and hotsiles creatures. The player will have to use or bypass the laws that ALFRED obeys.

This project has been developped during my last year of game design and has the ambition to take 15 to 25 min to finish.

Salvador is a second year project. The goal was to create, collaborating with artists, a visual novel during 2 months. 
The experiences was about to take 15 to 25 minutes to reach the end.
In Salvador you play as Fernando Herrera, chief commander of Cortes armed forces.
Cortes gives you as particular mission, find and get his children and bring them safe to him.
You will have to make moral choices with different impacts on the story.
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This project was the first of my second year. The theme was "the game has to take place inside a ring". Visually, our project was very inspired by old school Si-Fi style like "TRON" or other cyberpunk/Si-Fi universes from the 80s. 
In Cyber Ring Overdrive you have to progress through the inside of a rotating ring full of obstacles.Your goal is to gather collectibles that appear randomly on the ring. Each time you pickup one, you will gain 8 seconds of play, 100 points and the level design will evolve. This evolution has for ambition to push the player to adapt his playstyle.
The game has custom physics, if the player falls of the ring, he will lose. It is also impossible to walk on a surface at more than 45 degrees. So you can use a grapnel to reach inacessible points or to gain some velocity.
The project was about to make a neo-retro scoring game. You can find a prototype version of the game here.

Lunatic 

          Museum

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Lunatic Museum is a board game created during my first year.

In this game, humans have disappeared from earth. You play as an alien passionnated by humanity. You will have to fill your museum with a maximum of human relics. But as an alien, you will have to determine the utility of these strange objects to lead the more credible space museum.

© 2015 by Romain Jaouhar-Gaillard

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