👉 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