I am a versatile Game designer. I developed for 2+ years Games of Glory, a F2P action/Shooter MOBA. I can bring my experience, my use of many technical and creative tools and my leadership temper to your project. Contact me at contact[at]thibaut-charron.com!
Games of Glory
2+ years as a central Game designer
We were 2 Game designers for a 15 people team. My lead Game designer was also the producer. Therefore, I had the opportunity to deal with almost all design stories during the project.
The very first task of a GD is to design how the game will work, its features. 3C, core mecanics (game modes, character design, weapons and combat system…), side features (metagame, ingame economy, social interactions, pause…), I had the opportunity to take care of it all.
Decision making was a central matter in my position. Two colors, two names, two figures… Sometimes the choice depends of a technical matter, sometimes it’s pure creativity, unierse consistensy or intention.
When I work, I set the intention as the core of every creative activity I take care of. Does this choice match with the intention? Does this feature highlights the targeted experience? These questions shape the work of a Game designer.
As a Game designer, I was aware of almost every content and feature added to the game. My role was also to spread this information whenever needed by any member of the artists or devs team.
Lists, balancing and data
As a GD, when a need appears, make a list out of it! Features, assets, bugs… My spreadsheets were never empty, especially with balancing data from the game (characters’, weapons’, maps’ stats…) that in a MOBA game is never done. Taking care of our players’ feedbacks was essential to get a game as fair as possible.
UI and interactions
My skills with graphical tools such as Photoshop or Inkscape allowed me to work on many UI elements and to produced interactive mockups to help artists and developers to build great interfaces.
We work with the Unity engine. My tasks also involved integration of assets (weapons, colliders, characters’skins…) into Unity, as well as balancing tweaks with Unity tools from our devs team.
Duration: september 2013 – october 2015