My role: game designer, level designer
Created Content: A VR Boss Fight
Softwares used : unreal engine 4, gsheet, gslide
Year: 2020

Party Rex

Kayouken is a VR game in which the player fights a giant stone golem one-on-one. The player wields the magic of the rock, allowing him to defend and attack with his arm movements and by moving around.
I worked on this project with five other game design students.
Working conditions
I did this 2-month VR project as part of a group with 5 other game design students. We all did the game design together and then divided up the tasks (game design, level design, programming, finding visual and sound assets, writing documents) according to our personal affinities and skills. We also divided our group into a team focusing on boss design (of which I was a member), and a team focusing on player abilities and controls.
Our project
In Kayouken, after a tutorial phase introducing the game mechanics, the player comes face to face with a gigantic, aggressive rock golem. To defend themselves, and if possible succeed in defeating it, the player will be able to perform various movements and/or inputs in order to launch attacks and defend themselves against this impressive creature.
Player abilities
Players can attack the boss by summoning rock projectiles and then propelling them with their fists or by triggering AOEs on the ground. They can also send the projectiles emitted by the boss flying back by hitting them, summon stone shields on the ground, or simply move and bend to dodge attacks.
Boss design
The boss attacks the player according to attack and defence patterns defined according to the phase of the battle, but which also adapt according to the player's style of play and performance:
- The combat becomes a little calmer if the player is in difficulty and more intense if the player has mastered the situation, so that the game adapts to the player's profile.
- The boss will also target his attacks according to the player's preferred methods of defence, to force him out of his comfort zone. Similarly, if the player often attacks the boss in the same place, he will adapt his defence to protect the targeted area.
The team
Game design: Matthis CASSAGNETTES, Pauline DELCROIX, Mathias DI CHIARA, Hugo LAGARDE, Rodolphe LANG, Margot PELLOQUET
Level design: Pauline DELCROIX, Mathias DI CHIARA, Margot PELLOQUET
Programming: Matthis CASSAGNETTES, Mathias DI CHIARA, Hugo LAGARDE, Rodolphe LAND, Margot PELLOQUET
Game Design Document extract