👉 My role in the project
I joined Bears Rumble from the very beginning of the project in a dual role: Creative Director and Lead Game/Level Designer, in a fully English-speaking international team.
My main objective: to create comprehensive documentation and start a vertical slice in 6 months, in order to convince investors and establish a solid foundation for the project.
Bears Rumble was a 2D roguelike platformer developed using Unreal Engine 5, based on an original mechanic inspired by Pikmin, centered around companions to recruit.
My key responsibilities included:
- Complete drafting of the Game Design Document, in connection with the technical and artistic direction.
- Design of original game systems based on the synergy between the player and their companions (recruitment, powers, adaptive gameplay).
- Supervision of the overall creative vision (tone, rhythm, universe, interactive storytelling).
- Definition of the rarity, class, and evolution systems of the "boons" provided by companions.
- Creation of the first playable levels and modular systems compatible with procedural tools.
- Creation of the first playable prototypes on Unreal 5, in close collaboration with developers and technical artists.
- Implementation of agile workflows and a coherent pipeline for the entire production.
- Regular internal tests to adjust the user experience.
The project was abruptly halted during the prototyping phase due to conflicts among investors related to funds from the crypto/blockchain sector. Despite this, the team delivered an initial vertical slice demonstrating the potential of the concept.
- Unreal Engine 5 (Blueprints, level building)
- Miro, Notion (documentation & project management)
- Figma, Photoshop (UX prototyping), Google Sheets (balancing)
- Discord & international collaborative tools