top of page

Off The Grid - Gunzilla Games - 2021/2022

System Designer - Feature Team Owner

Feature owner of the 3C-Oriented USP of Off The Grid: leading and managing 12+ people from different trades: Animation, Programming, Modelers, Designers, and others. 
Off The Grid is a AAA Battle Royale game set in a Cyberpunk universe, imagined by Richard Morgan and Neill Bloomkamp

125

PersonIcon

2 years

TimeIcon
WorkIcon

Professional

UE5

EngineIcon

What Went Well

Main tasks

I created numerous cyberlimb prototypes: arms and legs that granted players unique abilities, adding depth, layers, and personality to the combat. I also established a creative process for developing base limb ideas, empowering the team to express themselves concretely and effectively.

System Designer : 3C Design, Combat Design, Technical Design, Prototyping

What Went Wrong

The combat direction took some time to solidify, causing stress within the team as we had to find alternatives for each ability to ensure they would work with different combat dynamics.

Feature Team Owner : Scrum Master, Manager, Sprint Planning, Macro Planning, Pipeline Creation.

What I learned

I gained valuable insights into making meaningful design decisions. Balancing clarity, depth, and fantasy through trade-offs was an enjoyable challenge that expanded my understanding of what Paper Design could achieve. Additionally, I learned to prototype within multiplayer constraints, which was an enriching experience.

Miscellaneous : UX Design, Playtest Manager

OVERALL WORK ACHIEVEMENTS

Game Design Anchor
  • Designed or supervised the high-level design of 15 combat abilities: Wanted combat dynamics, cost and rewards, identity definition

    • Developed multiple prototypes featuring high-quality 3Cs and Signs & Feedback, designed for multiplayer functionality. Continuously updated them based on playtest feedback and potential high-level changes.

  • Took care of the handover of all cyberlimbs to: 

    • Engineering: with precise technical documentation

    • Animation: Frame Count and user flow

    • VFX/SFX: Intensity/Intention

    • Concept Artists/3D Artists: so that every limb model can convey direct feedback and function to players.

  • Created a pipeline which allowed me to estimate the resources needed for the next 1.5 years + allowed tasks to be clear and understandable by everyone from the team.

  • Created a healthy creative environment so that everyone in the design team would thrive and not be scared of telling any ideas.

  • Coached 2 juniors and 1 intern to improve their Design & Prototyping skills and their autonomy. 

bottom of page