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👉 My role in the project

I joined the Flashback 2 project to provide my support in Game Design, Level Design, and QA on several key missions, in close collaboration with the Microids development team.

My work has focused on designing a memorable boss fight, as well as improving several existing levels, particularly in terms of their readability, fluidity, and gameplay.

In partnership with another Game Designer, we created a scripted boss encounter aimed at temporarily breaking the game's rhythm to instill tension and surprise:

  • Design of a weaponless combat, in which the player is pursued by a terrifying creature that summons other enemies.
  • Change in gameplay dynamics: fleeing becomes central, before forcing the player to interact with the environment to survive.
  • The gameplay encourages understanding, testing, manipulating — temporarily pushing the creature away, luring it into the water, and then restoring the current to defeat it.
  • Work on the readability and rhythm of the game space to enhance the feeling of panic followed by satisfaction upon resolution.


Alongside the boss, I was tasked with adjusting several levels, particularly for:

  • Fix collision bugs related to platform mechanics.
  • Improve navigation fluidity and limit slips, unintentional falls, and frustrations during jumping phases.
  • Conduct internal playtests and provide regular QA feedback to identify and fix blocking or detrimental issues to the experience.

  • Unity (Integration & Level Building)
  • Visual scripting (environmental interactions)
  • Combat documentation (flow, boss states, interactions)
  • Playtests, debugging, and rapid iterations