Prisme
4 months - 5 game designers
Prisme is a rythm based twin stick shooter where you have to eliminate as many enemies as possible every waves to upgrade your character. Equip, upgrade and merge your weapons according to your affinities, and reach the last wave alive!

My roles
I had the role of Lead Game Designer in the game. I was in charge of taking game design decisions. I also took part in Level Design and game balancing. I was also the sound designer and music producer of the team.
What I got out of this project
On Prisme, I had the role of lead game designer, which challenged me on a lot of new skills : I had to create the intentions of the game, but also make sure that those intentions are followed by every roles (Art, Programming). I also challenged those intentions at several moments of the production, because they where obsolete or not pertinent enough.
Beside, I was for the first time in charge of the music and sound design of the game, from design to final production.
Some personal realisations

This is a document I made to help me in game balancing. We had an issue due to the design of the game : the different weapons had to shoot in a coherent rythm in every configuration, and to be equally balanced between their damage per beat and the global difficulty of the weapon pattern.
Level 1
Level 2
Level 3

Schematic of th rythmic patterns of every weapon according to their level.

This is a document I made to help me in game balancing. We had an issue due to the design of the game : the different weapons had to shoot in a coherent rythm in every configuration, and to be equally balanced between their damage per beat and the global difficulty of the weapon pattern.
Music and Sound Design
I created the music and sounds of the game on Reaper, then I integrated them in Fmod for Unity. The music is divided by several tracks to obtain an adaptative result : the music gain layers as the number of ennemies on screen raise up, and a low pass filter occurs when the player fall under 3 Health Points.
