Game and Level Design

@noctilie on Discord

Table of content

  1. Presentation

  2. Software Experience

  3. Game Projects

  4.           >  Dreaven

  5.           >  Dahlia: The Onion Witch

  6.           >  Shark Ninja Slaying: Ascension of Styx

  7.            >  Board Games

  8.           >  Room 604

Presentation

Hi! My name is Noctilie and I am a french Game Designer. I have a deep rooted passion for Games of most kinds and format. I started creating minigames to play and have fun with my friends when I was 11 and since then I've decided to dedicate my professional life to the study of fun and the creation of approachable and qualitative games driven by empathy for others.I approach game making rationally and I prefer to implement features based on reasoning with thoughtful arguments rather than based on vibes. I am very sensitive to User Experience and I strive to make my games flow as smoothly as I can. I design through iteration and empathy by watching people laugh, cry, smile, or be scared and figure out what gave birth to their emotions!

Software Experience

I am most comfortable with Godot for game development although I am acquainted with Unreal and Unity and occasionally dabble in them for side projects or when I help a friend.I have worked with github desktop for version control in 5 team projects so far and I feel pretty comfortable with the general mindset and procedures of working with version control.

Game Projects

Dreaven

               Dreaven is a very short 2D Top Down Action Adventure game with Point and Click elements about escaping a ghostly dream.This game was made in Godot and features a short sequence of combats and point and click screens as well as a basic boss fight.I am the sole developer on this project and everything outside of sound effects and fonts were made by me.The goal of this project was to put myself through handling every area of production and harmoniously use every string I pull to make a cohesive whole. Additionally, I wanted to create a decent boss fight featuring various skills of positioning, resource management, kiting and studying patterns with a hotbar of weapons while still feeling manageable and accessible by introducing each element smoothly.Play it here

Dahlia: The Onion Witch

               Dahlia: The Onion Witch is a 2D Top Down narrative Survivor/Bullet Heaven game jam about growing a plant-like "Antipal" creature and going out to gather food alongside it.The game happens over five days. You start by harvesting food off of enemies in traditional Autoshooting survivor gameplay alongside your Antipal, then you go back at night to feed it for it to evolve by the next morning.Your Antipal's appearance and dialogue changes based on which food you collect and it gains new abilities with every growing stage, eventually outclassing you in combat prowess by the end of the game.This was a 4 people team project realized over 7 days in Godot. I handled the majority of both code and game design. This was submitted for the Godot Wild Jam #79 "Growing" and earned 13th place in the overall rankings over 178 total submissions. It also earned 2nd in Accessibility.Play it here

Shark Ninja Slaying: Ascension of Styx

               Shark Ninja Slaying: Ascension of Styx is a 2D Infinite Autoshooter about upset construction workers climbing the Styx river in protest of their unjust fate and slaying any Shark Ninja blocking their path.You control a skeleton crew shooting projectiles automatically. By switching them left and right you can adjust their aim and carefully position them to get the best use out of their unique abilities.These abilities include slowing hit opponents, shooting diagonally, shooting long range, piercing through enemies, reducing cooldowns, or one-shotting hit enemies and can be combined together to create custom hybrids skeletons benefiting from both effects at once.This project was made in Unity with a friend in separate sessions totaling around a few days' length. I shared the game's design with him and handled most graphical assets.

Board Games

               I made two board games: Ilodragon (image 1 & 2) and CollectoQuest (3 & 4). The former being a tile placing game about terraforming an island to welcome your Dragon family and the latter being a push-your-luck card game about looting a dungeon and defeating as many enemies as you can.Both of them are very quick games who's average lengths center around 10-15 minutes. My goal with these was to make games I could easily explain and start playing with no fuss no matter who I was playing with.Ilodragon in particular proved to be pretty successful at creating fun sessions where people would chain multiple games back to back, sometimes with people joining in the middle of a session and being able to pick up the game right away.In that game, you are given cards with tile patterns to replicate on the board to get your dragons out, but you must install them on a Biome (network of identical adjacent tiles) in order to win. The constant shifting landscape makes it a pretty replayable game.

Room 604

               Room 604 is an old school style Survival Horror vertical slice mixing fixed camera angles with first person sections. You play as Anna, a young psychic getting kidnapped into a sinister occult hotel who meets Laura, a late victim who lends her her arcane powers to use against the invisible monsters lurking around the halls.The game follows a traditional Resident Evilesque formula of puzzle and combat featuring inventory examination and item combination. At any time you can activate your Psychic Sight to become immobile but gaining the ability to see enemies and attack them in first person view.This project was done in Unreal Engine 5 with a team of around 7 people in 2 and a half months. I handled the level and puzzle design which, I frequently had to do-over entirely in order to adjust for our increasingly shrinking scope as the deadline got closer and closer.Itch.io page (French Warning)

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