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👉 My role on the project

As part of a call for proposals regarding the Cobra license, the space pirate, I participated in the development of a metroidvania prototype on Unreal Engine 5. The goal was to convince the rights holders and partners of our ability to quickly deliver an ambitious vertical slice, despite the fact that the studio has historically been focused on Unity.

During this pre-production sprint, I handled game design, level design, engine prototyping, UX/UI direction, and the design of the GDD.

  • In-depth study of the animated series Cobra to extract its mechanics, locations, and iconic characters.
  • Creation of databases (locations, enemies, objects) and structuring of key features around Cobra's skills.
  • Main references: Metroid Dread, Hollow Knight, Foretales, Waven, Flesh & Blood, Nine Sols.
  • Design of original mechanics combining stealth, close combat, shooting, and dodging with 2.5D depth effects.
  • Identification of 4 types of enemies (pests, soldiers, mini-bosses, bosses) and writing of behavior sheets.
  • Using Notion to organize mechanics by usage (exploration, combat, puzzle).
  • Development of the 3C for a playable prototype: movement, shooting, dodging, depth management.
  • Design of gameplay mockups, level maps, game loops, and rewards.
  • Development of the first UI wireframes and UX iterations in line with the artistic direction of the series.
  • Creation of a playable level incorporating the main mechanics (movement, shooting, dynamic dodging, environmental interaction).
  • Level design of a short structured course including enemies, alternative paths, and mini-bosses.
  • Close collaboration with a developer for the integration of features and the implementation of animations.
  • Construction of a functional prototype, intended to be played and tested despite its minor bugs.
  • Unreal Engine 5 (prototyping, scripting, navigation)
  • Notion (GDD, databases of mechanics, enemies, locations)
  • Photoshop & Figma (UI/UX)
  • Premiere Pro & OBS (trailer, captures gameplay)

🎯 Conclusion

This project was a truly foundational experience. It allowed me to thoroughly explore the metroidvania genre and to get involved in all aspects of a pitch project, from documentation to the engine prototype. Even though it did not come to fruition under my supervision, it strengthened my confidence in my ability to design a solid game in a limited time and to carry a vision from A to Z.