👉 My role on the project
As a Game Designer at the very beginning of development, I participated in defining the game's identity, validating the intentions with the publisher, and creating a playful universe consistent with the Inspector Gadget license.
🔍Objective: Give the player the feeling of controlling the clumsy inspector through dynamic exploration, original gadgets, and a family-friendly, accessible, and fun gameplay loop.
- Analysis of the animated series to define the city of Metroville and its points of interest.
- Design of a semi-open living world: secrets, caves, platforms, gadgets, side missions…
- Implementation of the city blocking in Unity, incorporating gameplay and accessibility constraints.
- Work on the 3Cs and the clarity of movement.
🎯 Result: The structure of the world remained, but the majority of interactive elements were cut for budgetary reasons. The blocking was taken over by other team members for the final dressing.
- Design and integration of mini-games in Unity for hands-on controller testing.
- References to Mario Party games, Garfield, Sisters, Titeuf to remain consistent with the target audience.
- Pre-selection and adaptation work of mini-games related to the mechanics of the series.
- Participation in all internal playtests during preproduction, and occasional interventions in QA during the final phase (debug, polish, publisher feedback).
- Unity (blocking, mini-game prototyping)
- Google Docs / GDD / Photoshop (world and gameplay conceptualization)
- Notion (production tracking)
- Excel (progression and balancing systems)
- Internal playtests (QA & publisher feedback)