Kill Him With Tea

About the Game

Type
Support
Public

Bossfight, Simulation, VR experience
HTC Vive, Playstation VR, Oculus
PEGI +16

Will you manage to discreetly poison each of the twelve monstrous lords?
Play as a powerful witch performing various tea ceremonies in a VR experience.
Each lord has his own behavior and you shall satisfy all their demands to avoid being eaten alive.

It’s a 4-month school project made by six ENJMIN students with Unreal Engine in 2018.

My Job

  • Game Design DOCUMENTATION
    GDD, one-page design, assets lists…
  • GAMEPLAY MECHANICS
    flowcharts, excel charts
  • LEVEL DESIGN
    vertical slice of the game, player’s area

 

Design documentation examples

In-game screenshots

CREDITS

Development
June Baron – LinkedIn
Soufian Maaté –  LinkedIn

Project Management
Lucile Garcia Bastida – LinkedIn

Graphic Design
Volodia Chamard – ArtStation
Yoann D’Orlandi – ArtStation

Sound Design
Thomas Loubat – LinkedIn

Game Design
Charli Huvé – Portfolio 
Colette Paugame

UI & UX Design
Marie Lou Boisaubert – Portfolio

Mime & Démine

About the Game

Type
Support

Electronic game / object, 2 players cooperation
Physic with an Arduino

Mime & Démine is a cooperation physic game, inspired by Keep Talking and Nobody Explodes, designed to be deaf-friendly. The bomb is a cube with an Arduino technology in it, connected to several wires and buttons.
One player has the bomb, the other has the instructions to defuse it. Separated by a panel with some sign language on it, they have to find a way to communicate the instructions, without any words.

It’s a 1-week school project made by ten ENJMIN students in 2017 during a workshop about accessibility, named “included and connected”.

My Job

  • GAMEPLAY MECHANICS
    find symbols and interactions easy to transcribe with signs only
  • PUZZLE DESIGN
    find interesting and fun puzzle to resolve manipulating the bomb
  • GRAPHIC DESIGN
    design and realization of the instructions cards

 

CREDITS

Arduino & Bomb Crafting
June Baron – LinkedIn
Alexandre Bobe – LinkedIn
Thomas Francisco – LinkedIn
Aurélien Plantard –  LinkedIn

Graphic Design
Manon Rilhac – ArtStation
Julie Heugue – Portfolio
Lucile Garcia Bastida – LinkedIn

Game Design
Colette Paugame
Clémentine Soulard- -Pignon – LinkedIn

UI & UX Design
Marie Lou Boisaubert – Portfolio

Hindrance

About the Game

Type
Support
Public

Interactive and contemplative experience
Tablet
Contemplative game fans, non-player, anyone who likes dance, children

Hindrance is an interactive 2D tablet experience, focused on dance and movement. In a poetic universe, guide a dancer step by step through this unusual mental journey, letting yourself be carried away by rhythm and hope.

It’s a 3-month school project made by six ENJMIN students with Unity 3D, participant of the Hits Playtime 2017 contest.

My Job

  • Game & LEVEL Design
    original idea, game mechanics, level design, graphic assets integration on Unity
  • Project Management
    team communication, planning, presentations, public talks
  • Communication 
    Social Media (Facebook, Twitter, Tumblr), Hits Playtime 2017 contest

 

Design documentation examples

Game Poster

In-game captures

CREDITS

Development
Martin Pénard – Website

Project Management
Colette Paugame

Graphic Design
Manon Rilhac – Artstation

Sound Design
Antoine Wert – Soundcloud

Game & Level Design
Charlotte Couder – Portfolio
Colette Paugame

UI & UX Design
Helios Moreau – LinkedIn

Prima Venatio

About the Game

Type
Support

Cooperative Bullet Hell
PC

Prima Venatio is a cooperative bullet hell (2 players) in a medieval theme. Each player controls a knight and can switch between two states: one to deal damage and the other one to protect their teammate and refill their powers. They have to cooperate and be synchronized in order to defeat waves of enemies.

It’s a 1-month school project made by six ENJMIN students with Unity in 2016.

My Job

  • Game Design
    create the game vision in collaboration with the team, coop game mechanics, game balancing
  • LEVEL DESIGN
    waves of enemies composition and positioning in Unity
  • GRAPHIC DESIGN
    logo, creation of the main menu, graphic assets’ integration in Unity

 

In-game screenshots

CREDITS

Development
June Baron – LinkedIn
Kê-Vinh Sagot – LinkedIn

Project Management
Hugues Vieu – LinkedIn

Graphic Design
Volodia Chamard – Artstation

Sound Design
Alexandre Bobe – LinkedIn 

Game & Level Design
Colette Paugame
Kê-Vinh Sagot – LinkedIn

UI & UX Design
Helios Moreau – LinkedIn