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Mr Chaussette Battle Tournament

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General Informations

Genre : Beat'em Up
Camera : 2D / 2.5D / 3D
Player Mode : Multi - 2 players
Business Model : Premium
Target : Beat'em Up & versus game fan
Rating : 12+

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Plateform

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Unreal Engine 5.3

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Synopsis

You play as Glassalo or Minou-Minou and your goal is to collaborate with your partner to defeat all enemies across 2D, 2.5D and 3D dimensions to qualitfy for the main event of Mr.Chaussette tournament.

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Assignments

As part of my final year project, my group of 15 people worked on a 2-player co-op beat'em up game. As this was the biggest project I've ever worked on, I had a number of roles to fill: 

GD Lead: As Lead of the GD part of the project, my role was to present the project to the various stakeholders and professionals when they came to follow up on the project. So I had to keep abreast of the project's progress in general, but also of each person's more micro-level work. In addition, my role was sometimes more on the human side, as I had to resolve conflicts between members of the group, which developed my communication and understanding skills in order to reach compromises.

Level Designer: My main role as Level Designer on this project was to create 2 game maps, each with different constraints. One was 2D side scrolling, the other 2.5D. I therefore worked closely with the enviro-artist pole to produce 2 levels serving the gameplay but also enabling the artists to achieve a rendering that was pleasant to observe.

Game Designer: As Game Designer on this project, my job was to carry out extensive concept documentation in order to define and clarify the various intentions and rules of the game.

QA: And finally, as QA on this project, my job was to test the game at various stages of production, to make sure of the game's technical quality and game feel, and to give feedback to the various trades when something wasn't as expected.

Lead Game Designer

Lead Game Designer

During this project, I had the role of GD team lead. My job as GD lead was firstly to present our creative ideas to our managers and a number of professionals. To achieve this, I had to speak in public on numerous occasions to explain our concept and the progress of the project during the many milestones imposed throughout production. In addition, I had to ensure that cohesion between team members was always good and healthy, and that everyone had the resources and information they needed for their task.

In addition to all this, I was also in charge of the final communication for our project, including the making of the game's trailer. Captured in the engine thanks to OBS and then edited on Adobe Premiere Pro, this trailer was produced in 2 weeks. Its aim was to show the game's beat'em up intention, as well as to quickly present the 3 environments we had in our game. With a little surprise at the end...

Mr Chaussette Battle Tournament Trailer

Level Designer

Level Designer

Commentary creation level process

Full walkthrough video

Creation Process

Setting up
3C

Visual research for LD elements

Layout 

Iteration

Blocking

Level Design Document

Visual research

Once we'd defined the gameplay as well as the location of the level (a stopover village in the tournament), I looked for visual references to think about the architecture we wanted for it. What's more, the level would take place around midday and 2 p.m., so we needed a town dazzled by the sun's rays, with a large watering hole.

Here are a few of my visual element references:

Level Design Document

Game Designer

Game Designer

My role as Game Designer was to design and document the game concept as well as all the game mechanics. To do this, I had to draw up a High Concept Document to answer all the questions concerning the concept, such as our game's target, player theories, key mapping and, of course, our intentions, to name but a few.

Examples of slides from the high concept document: 

THERON_Alexis_MrChaussetteBattleTournament_HCD

QA Tester

QA Tester

During my end-of-study project i was in charge of the entire part of the Quality Assurance of the game: 

  • I implemented a basic and simple test plan during the production 

  •  I organized all the moment when whe have to test the game

  •  I organized what we have to test (Functionality / Gameplay / Localization) and how we have to test the game

  •  I prepared a test document for our playtest for the Japan Touch Haru in Lyon which took place in early May I did a lot of playtest and I reported a lot of bugs in our bug tracking software

  • I did a lot of playtest and I reported a lot of bugs in our bug tracking software

Next, here are some of the many bugs I've reported. Each bug has a tag, a name to quickly define what it is, a priority and a severity, and finally, an assigned person. What's more, when necessary, an attachment could accompany the bug to facilitate the work of the person in charge of resolving it. And finally, a description of the bug and the steps involved in reproducing it, to help the assigned character as well.

The first thing I did to organize our bug reports was to define a nomenclature to classify and differentiate our many bugs. So each bug was defined by a tag that gave information on where the bug was located in the game, and a category to determine what it was.

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