Who am I?

My name is Damien Jules EMMA, born December 6th, 1999. I'm a video game enthusiast from Reunion Island who likes to play games, but also program, write stories, and create games.

Bachelor's degree projects

Bachelor's degree in Game Design

Some projects I carried out during my Bachelor's degree in Game Design at Artline Institute.

Personal projects

Personal projects

Some projects I carried out or am carrying out for personal purposes.

Bachelor's degree in Game Design


3rd year of Bachelor's degree in Game Design: 2024-2025

3rd year of Bachelor's degree in Game Design: 2024-2025

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Final Year Project: Laïla: Spirit of the Sand

The final year project consisted of creating a vertical slice of a video game as a group. For approximately three months, we worked on a narrative third-person action platformer using Unreal Engine 5.


2nd year of Bachelor's degree in Game Design: 2023-2024

2nd year of Bachelor's degree in Game Design: 2023-2024

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Board Game Project (End-of-Year Project): Forbans du Grand Océan

The end-of-year project consisted of a board game for CLuBB. For about four months, I worked on a board game involving card management and battle.

2nd year of Bachelor's degree in Game Design: 2023-2024

Game prototypes: Devil Survivor: Summoners' Battle

The aim of this module was to create board game prototypes based on a video game of our choice. I chose Shin Megami Tensei: Devil Survivor Overclocked, a JRPG by Atlus, as the basis for a board and card battle game.

2nd year of Bachelor's degree in Game Design: 2023-2024

Game Design Essence Project: Spider Brawl

The first project in this module involved spending two weeks creating a board game according to specific constraints:

  • Small board game

  • The forest

  • Equipment:
       - Maximum of 5 dice
       - Maximum of 12 cards
       - Tokens
       - No game board

So I decided to create a game of strategy and chance.


Game Preparatory Class (1st year): 2022-2023

Game Preparatory class (1st year): 2022-2023

Game Jam Project (End-of-year Project): Sun Of Honor

The end-of-year project consisted of a game jam on RPG Maker VX Ace. For four weeks, me and Sébastien VOGLER worked on a small action-adventure RPG with turn-based combat and puzzles.

Title

Game Preparatory class (1st year): 2022-2023

Escape Game Project: The Matrochka Protocol

The project for this module was to create an escape game on Minecraft Java Edition as a group.

We were divided into groups of eight, and I was the project manager for mine. But it didn't take long for the disappointment to set in: of the eight members of the group, four didn't show any sign of life, one ended up disappearing along the way and the other two were more active towards the end. Basically, I did about 85% of the work. On top of that, there was very little communication within the group.

Game Preparatory class (1st year): 2022-2023

Game and Level Design Initiation Project: Destination: Ether

The project for this module was to create a game prototype on Game Builder individually. My project was called Destination: Ether.

3rd year of Bachelor's degree in Game Design: 2024-2025

K!75UVERSE

Final Year Project: Laïla: Spirit of the Sand

The final year project consisted of creating a vertical slice of a video game as a group. For approximately three months, we worked on a narrative third-person action platformer using Unreal Engine 5.

Final Year Project: Laïla: Spirit of the Sand

My role

I participated in the narrative design and programming of the game, as well as the writing and editing of the game's documentation.

Final Year Project: Laïla: Spirit of the Sand

Post-mortem

What went right

Despite a somewhat chaotic first week, with the groups being reorganised before the first mentoring session, we were able to come up with ideas fairly quickly. We made good progress, despite a few delays.

What went wrong

The beginning was a bit chaotic, with a reorganisation of the groups during the first week. Communication was difficult at times, with a few arguments towards the end of the project. In addition, some members who were present at the beginning of the project disappeared towards the end. Apart from that, we encountered a few bugs, but thanks to the mentor's help, some of them were resolved. Finally, our lack of knowledge about using GitHub slowed us down a bit.

What to do next time

Communication and organisation need to be improved to avoid potential problems that could be prevented.

Final Year Project: Laïla: Spirit of the Sand

Post-mortem

For the next step

What I envision for the project

With more time, we could create a truly polished and bug-free narrative game, with more powers to unlock and an epic final battle, with plenty of emotion for the finale.

What the project has taught me

The project allowed me to improve my narrative design and game design document writing skills, but also gave me the opportunity to discover professional teamwork.

Final Year Project: Laïla: Spirit of the Sand

Post-mortem

Overall impression

The project began during a period of low motivation. But I did my best to participate in the creation of the vertical slice from start to finish. Admittedly, at times I was on the verge of an anxiety attack, and I struggled to get my share of the work done on time. But I did my best despite life's ups and downs. And I am proud of what our group has produced.

2nd year of Bachelor's degree in Game Design: 2023-2024

K!75UVERSE

Board Game Project (End-of-Year Project): Forbans du Grand Océan

The end-of-year project consisted of a board game for CLuBB. For about four months, I worked on a board game involving card management and battle.

Board Game Project (End-of-Year Project): Forbans du Grand Océan

Game rules

Board Game Project (End-of-Year Project): Forbans du Grand Océan

Game Concept

Board Game Project (End-of-Year Project): Forbans du Grand Océan

Game System

Board Game Project (End-of-Year Project): Forbans du Grand Océan

Making-of

Paper prototype

Board Game Project (End-of-Year Project): Forbans du Grand Océan

Making-of

Digital prototype

Board Game Project (End-of-Year Project): Forbans du Grand Océan

Post-mortem

What when right

Help received

I felt like I had hit rock bottom, but I received help to regain some of my lost motivation. What's more, I received ideas to help me improve my concept.

A well-chosen theme

The chosen theme, namely the golden age of piracy in the Indian Ocean, proved to be original and interesting. In terms of feedback, I received mainly positive comments about the chosen theme. This is undoubtedly the most original element of the concept.

What went wrong

Significant loss of motivation

Due to various personal issues, namely Tropical Storm Belal hitting Reunion Island in January and my gallbladder surgery in March, I fell behind schedule. This led to a significant loss of motivation, which had repercussions on my project and my deliverables.

An incomplete concept

Following my loss of motivation, progress on my project slowed down, there were many problems and, ultimately, the concept was incomplete, unbalanced and unoriginal. Numerous changes had to be made.

Little testing done

As development proceeded slowly, I did not have time to conduct many tests. Furthermore, as I had no friends or family available, I was unable to conduct tests within my immediate circle. In the end, I only conducted one test with other learners.

What to do next time

It is clear that I took far too long to regain my motivation. I kept to myself and did not dare ask for help, which was a big mistake. Next time, I will have to be more willing to ask for help so that I can regain my motivation faster.

2nd year of Bachelor's degree in Game Design: 2023-2024

Game prototypes: Devil Survivor: Summoners' Battle

The aim of this module was to create board game prototypes based on a video game of our choice. I chose Shin Megami Tensei: Devil Survivor Overclocked, a JRPG by Atlus, as the basis for a board and card battle game.

Game prototypes: Devil Survivor: Summoners' Battle

Rules

Game prototypes: Devil Survivor: Summoners' Battle

Game Concept

Game prototypes: Devil Survivor: Summoners' Battle

Making-of

Scratch prototype

Game prototypes: Devil Survivor: Summoners' Battle

Making-of

Advanced prototype

Game prototypes: Devil Survivor: Summoners' Battle

Making-of

Digital prototype

Game prototypes: Devil Survivor: Summoners' Battle

Post-mortem

What went right

In terms of concept

When it came to choosing which game to adapt, I had a few doubts, but I made my decision fairly quickly: Shin Megami Tensei: Devil Survivor Overclocked. This game was close to my heart, as I am a big fan of the franchise. I was aware that adapting such a game to a board game format was a daunting challenge, but I was able to come up with a viable concept fairly easily. The inspiration for using cards came from TCGs, particularly my first TCG, Pokémon.

Scratch prototype

The scratch prototype was fairly easy for me to make, even though it took me a little longer than expected. I already had the materials I needed at my disposal.

Advanced prototype

I had never done so much sport before. I was able to rediscover my city by spending an entire afternoon looking for materials to create the advanced prototype. Regarding the creation of the prototype, creating the assets allowed me to discover the Card Creator software, which has its flaws but is functional.

Digital prototype

To be honest, I only started using Tabletop Simulator when I was creating the digital prototype. This software is definitely worth the cost, it really allows you to do a lot... apart from playing with your friends. At least I was able to have someone test my prototype once, which allowed me to find the problems in it.

Completion

The Steam Workshop is full of really interesting resources that saved my prototype. In particular, the Counter Injector allowed me to replace the Tabletop Simulator counters with more practical counters for displaying HP and MP.
The feedback from the test also allowed me to improve my prototype by correcting problems, mainly those related to statistics and the order of actions during battles.
Coming up with the rules helped me get better at writing rules. I'm starting to see the difference between writing rules and writing research papers and books.

What went wrong

I couldn't find any testers until I created the digital prototype.
As for the presentation video, I made one that was three times too long, but at the same time, I had a lot to explain.

What to do next time

I should avoid copying the statistics from the base game, as they are not suited to the board game format.
Finding physical testers is not an easy task; I need to make more of an effort to reach out to people.
I also need to improve my video presentation.

2nd year of Bachelor's degree in Game Design: 2023-2024

Game Design Essence Project: Spider Brawl

The first project in this module involved spending two weeks creating a board game according to specific constraints:

  • Small board game

  • The forest

  • Equipment:
       - Maximum of 5 dice
       - Maximum of 12 cards
       - Tokens
       - No game board

So I decided to create a game of strategy and chance.

Game Design Essence Project: Spider Brawl

First rules and first prototype

Game Design Essence Project: Spider Brawl

Second version

Concept

Spider Brawl is a strategy and turn-based chance board game for two to five players using one spider card per player, ** insect tokens** that give extra life points and two six-sided dice to attack other players or collect tokens in order to be the last survivor at the end.

Mind map

Game Design Essence Project: Spider Brawl

Second version

Second prototype

Game Preparatory class (1st year): 2022-2023

Game and Level Design Initiation Project: Destination: Ether

The project for this module was to create a game prototype on Game Builder individually. My project was called Destination: Ether.

Game and Level Design Initiation Project: Destination: Ether

Concept

Destination: Ether is an action-adventure game played primarily in third person. The player takes on the role of Chronus, a sword-fighting fox capable of temporarily stopping time in a futuristic city. He must navigate the floors of a tower filled with puzzles, enemies, and platforms in order to reach the top floor and the door leading to the final destination, Ether, the domain of the gods.

Game and Level Design Initiation Project: Destination: Ether

The city and the central tower

The city: game tutorial

The player can move freely around the city in which they appear when the game is launched. This allows them to discover the first mechanics of the game. It is here that the player must pass their first test, which is to find the gatekeeper of the tower and answer its question correctly.

Game and Level Design Initiation Project: Destination: Ether

The city and the central tower

The central tower

Once the tower doors are open, the game enters its second phase: climbing the tower.

On each floor of the tower, there is a test that the player must pass in order to reach the next floor. The only floors where there is no test are the ground floor and the 6th floor, which serve as checkpoints.

There are three different types of test:

Platforms: the player will have to pass a course of platforms that can be stationary or moving. There may be traps along the way, such as fake platforms or lava pits.

Puzzles: the player must solve puzzles in order to progress. The puzzles are multiple-choice questions posed by a console or a gatekeeper.

Battle stages: some floors will be battle stages where players will have to fight enemies.

The final test, on the top floor, is a question that will force players to think hard, because if they fail, they will have lost the game.

At the end of each floor, except the last, there are two energy boxes that allow you to regain health.

Game and Level Design Initiation Project: Destination: Ether

Battle mechanics

Health

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Health is symbolised by a bar at the top left of the screen. The player has 100 health points, which decrease according to the damage taken. Health points can be recovered from energy boxes and checkpoints.

Energy boxes restore 25 health points and checkpoints fully restore the health bar.

When the health bar is empty, the player dies and reappears at the last checkpoint.

Game and Level Design Initiation Project: Destination: Ether

Battle mechanics

Player skills

Chronus can walk, run, jump, interact with his environment, carry objects, fight with a sword and stop time for five seconds.

Sword Fighting

The player fights with a sword in hand-to-hand combat, inflicting 2 points of damage. They can use the obstacles in the arenas to take cover, and run by holding down the sprint button to avoid enemy attacks.

Game and Level Design Initiation Project: Destination: Ether

Battle mechanics

Player skills

Stopping time

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This is the main mechanic of Destination: Ether. This ability stops time for five seconds. During this time, all enemies are at a standstill, allowing the player to attack them and move around without any problems. The player must wait 15 seconds between each use.

To let players know how much time is left before time returns to normal and they can reuse their ability, a cooldown will be displayed in the top right-hand corner of the screen.

Game and Level Design Initiation Project: Destination: Ether

Battle mechanics

The enemies

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The game's enemies are robots that attack from a distance. They all have a colour, which helps define their power: yellow < blue < red < white.

The yellow, blue and red robots can be found from the first floor, but the white ones can only be found after the 6th floor.

The arenas can have the following configurations:

  • 3 yellow

  • 3 blue

  • One blue and 3 yellow

  • 2 red

  • One red and 2 blue

  • One white

Game and Level Design Initiation Project: Destination: Ether

Making-of

I managed to master the game and level design, even though I had to remove some elements not mentioned here and some floors of the tower during level building due to lack of time. I also had problems finding someone to test my prototype.

Title

Game Preparatory class (1st year): 2022-2023

Escape Game Project: The Matrochka Protocol

The project for this module was to create an escape game on Minecraft Java Edition as a group.

We were divided into groups of eight, and I was the project manager for mine. But it didn't take long for the disappointment to set in: of the eight members of the group, four didn't show any sign of life, one ended up disappearing along the way and the other two were more active towards the end. Basically, I did about 85% of the work. On top of that, there was very little communication within the group.

Title

Escape Game Project: The Matrochka Protocol

My role

As I said earlier, I was the group's project manager. I was in charge of narrative design, build and programming, as well as managing the Minecraft server, which I owned. (The server no longer exists.)

Title

Escape Game Project: The Matrochka Protocol

Work carried out

During the first week of the project, we researched escape rooms in our respective regions and did some initial brainstorming. We had a hard time agreeing on a concept, but after pooling our ideas, we settled on the principle of a matryoshka, i.e. having rooms that fit into each other.

This is how we chose to set the scene: a car in a container on a cargo ship moored on a desert island.

Title

Escape Game Project: The Matrochka Protocol

Work carried out

Scenario and gameplay

The scenario, which I worked on, is that a group of people with no apparent connection have been captured by a stranger, played by the game master, and they have twenty minutes to escape.

Title

Escape Game Project: The Matrochka Protocol

Work carried out

Scenario and gameplay

Once outside, they find themselves on the deck of the ship, with several containers arranged to form a maze. As well as the containers, there are lasers to deactivate, the switch for which is hidden in a container.

Just after, another laser blocks the path, but no switch this time, so they have to be bypassed by passing through a hidden passage in a container leading to the boat's hold.

Title

Escape Game Project: The Matrochka Protocol

Work carried out

Scenario and gameplay

Title

Escape Game Project: The Matrochka Protocol

Work carried out

Personal work

I implemented most of the puzzles and clues and did a large part of the build. I also fine-tuned some of the puzzle details. I also did the trailer.

The boat is based on a schematic I found on the Internet that I reworked.

Game Preparatory class (1st year): 2022-2023

Game Jam Project (End-of-year Project): Sun Of Honor

The end-of-year project consisted of a game jam on RPG Maker VX Ace. For four weeks, me and Sébastien VOGLER (another learner at the time) worked on a small action-adventure RPG with turn-based combat and puzzles.

Game Jam Project (End-of-year Project): Sun Of Honor

My role

I was in charge of programming and designing the game's combat system. I also took care of the narrative design. Not only that, but I also helped Sébastien with the level building, correcting mistakes and doing a bit of decoration.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Brainstorming

During the brainstorming session, I proposed the idea of a labyrinth within a temple descending in depth with puzzles and turn-based combat. We agreed that each floor of the temple would correspond to a particular theme and that each floor would be divided into three rooms, apart from the entrance and the final floor.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Floors between the ground floor and the final floor

Each floor between the ground floor and the final floor consists of a central hub, a room with combat only and a room with puzzles only. Players must choose one of the two rooms on each floor, and once they have entered one room, the other closes permanently. In the central hub of these floors, there are also two staircases, one that allows you to go back up and one that is blocked by default, allowing them to go down once the chosen room has been completed.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Entrance and final floor

The entrance features a central hub and a shop where you can buy items and equipment. In the central hub, there is a staircase for descending and an NPC who heals the team when spoken to.

The final floor is the treasure floor and includes an arena with the final boss and the treasure room.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Basements

The theme of the first basement is ice, that of the second is lightning and that of the third is shadow.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Classes

Classes are determined by default. The team is made up of a swordsman, a protector, an archer, a healer, and an alchemist. Like the enemies, each class has its own specific characteristics. The swordsman can use physical and special attacks with his sword and dagger. The protector can only use physical attacks with the dagger, can wear a targe or shield and can protect at least one ally. The archer can use physical attacks with the dagger and physical and special attacks with the bow. The healer can use physical attacks with a staff and heal allies. The alchemist can use physical and magical attacks with a staff.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Game start

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The game begins in an abandoned village where the temple is located. On the way, the players meet an NPC who tells them the legend of the temple and its treasure, the Amulet of the Sun, and gives them the key to the first floor of the temple.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Conception

We started by creating test labs. I created a lab for the random encounters and one for the fight against the first boss.

Over the following weeks, we each separately worked on our own part of the game, while reviewing progress together several times a week. Sébastien took care of the level building for each part of the game, while I created the characters, classes, enemies, equipment, and items. I also often made changes to the game's decoration and programmed the game's introduction and ending. I also helped Sébastien program the puzzles.

For the combat system, I created a script so that when characters level up, their HP and SP are recalculated according to their new maximum HP and SP. I also had to add some scripts I'd found on the Internet to improve the combat interface. I had no other way than to use scripts, RPG Maker VX Ace being limited at this level.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Tests

I took care of the testing phase by having two of my friends test the game. I recorded the two tests so that Sébastien could watch them on his own.

Following the first test, I made some changes to the various enemies and combat rooms to reduce the encounter rate and make the enemies more resistant.

By the time of the second test, it was too late to make any changes to the concept. However, an interesting comment came out of it: I should have included a way to see enemy HP in the combat interface.

Game Jam Project (End-of-year Project): Sun Of Honor

Post-mortem

What went right

The start-up went very smoothly, and we quickly came up with ideas for the game. We managed to help each other design the levels, and we were able to communicate quite frequently, which enabled us to move forward quite quickly.

What went wrong

There were some disagreements about the level design. We didn't have the same ideas for the design of the hubs, particularly about the position of the shop in the temple, which slowed us down. In the end, we managed to come to an agreement on this. We also had a few disagreements about the theme of the level building in the second basement. Sébastien thought it couldn't be done with RPG Maker VX Ace tiles, but I managed to convince him otherwise.

There were also some technical problems with the programming of the puzzles, more specifically the one in the first basement with regard to being able to slide on the ice. Sébastien came up with a solution, even though at first I had my doubts about the validity of the solution due to a misunderstanding of the instructions.

What to do next time

The main area for improvement would be team cohesion. Even if we were able to communicate properly, we were slowed down by our disagreements over the design of the game.

Professional projects

Internship and company/studio/freelance projects

Professional projects

Some projects I carried out or am carrying out during internships and jobs for companies/studios or freelance.

Personal projects

Writing project

The Alchemy of Love and Freedom

The Alchemy of Love and Freedom is a webnovel set in a steampunk universe named Nyctolats in which the readers follow the adventures of the alchemist Alan Kuronomi and his girlfriend and student Kataria.

Game project

TAoLaF: Nocturne

TAoLaF: Nocturne is an RPG set a few decades after the events of The Alchemy of Love and Freedom. In this game, you will be playing as the committed Nyctalf urban artist KitKat.

With KitKat, travel through the Empire of Orion to tag on the walls the Nyctalfs' cry of pain while they're being abused and discriminated because of the war. Avoid the Imperial Militia and the Secret Militia sent by the Orion Council to arrest you. Earn more followers on your blog to upgrade your skills and unlock more territory to tag.

The K!75UVERSE Guide (In French)

K!75UVERSE

The K!75UVERSE Guide

I have made an online encyclopaedia on carrd.co to develop the elements of each writing project I made personally. The website is in French only.