In order to complete my education, I joined Gamabilis for a 6-month graduation internship, which was followed by a contract during the first weeks of 2019. This start-up focuses on "Games for Change", a type of serious games that pushes players to question their habits and the way they live, to initiate global changes toward a better future. However, since the company is still young and have to make a living, it also develops more traditional serious games following a business-to-business model.
In order to complete my education, I joined Gamabilis for a 6-month graduation internship, which was followed by a contract during the first weeks of 2019. This start-up focuses on "Games for Change", a type of serious games that pushes players to question their habits and the way they live, to initiate global changes toward a better future. However, since the company is still young and have to make a living, it also develops more traditional serious games following a business-to-business model.
Romain Trésarrieu
Game Designer
WAIFU BATTLE (Personal project | Sept. 2015 - Paused)
Collectible Card Game | 2 players
Role: Game Designer
If you ever got into the anime community, it is very likely you came across people fighting about whose "waifu" (a fictive female character they have a big liking for, often from anime or video game) or "husbando" (similar but for a male character) is the best. With a friend of mine, we decided to provide these fans with a way to settle things down once and for all and started to work on a card game.
Our main goal with Waifu Battle is to design a free game system in which players would have cards of different ranks (B, A, S, and SSS), depending on their attachment to the character depicted. This way, their favourite characters would help their waifu/husbando (the only SSS card in the deck) proving it is the best. Characters could also evolve from their base version into a stronger one, just like they often would in the media they come from. The biggest point of this system is that it must allow players to create their cards themselves (since they are based on characters we do not have any rights on, because we do not have the graphical skills to create the artworks, and because there are way too many characters for use to create them all). Our job would just be to provide them with the game rules, along with guidelines and tools for card creation.
Crafting cards for the first prototype
We came up with a first game system, and I created an auto-updating spreadsheet to make card creation easier based on this system. However, playtests proved it to be too complex and frustrating (a game could last several hours, and everything could be over with a single combo). Because of school projects and personal issues, we did not find time to work on this together again and decided to put the development in pause. It is likely to stay in this state until graduation but we keep good hopes of going back to it once the situation is stable again.
Teammate: Axel Richet (Game Designer)