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
WEATHERED (School project | Nov. - Dec. 2016)
Survival (Concept) | 1 player/Social | Mobile
Role: Game Designer
Part of our formation was about mobile game and free-to-play design, including monetization systems. These courses ended up with one big concept exercise for such a game, asking us to come up with all the documents we were presented before. Among these documents were one-page concept, gameplay description, system design (gameplay loops), monetization strategy, social features, metrics, available purchases list, mock screens showing a typical game session... Regarding the game concept itself, the only limitation was that we had to choose a topic among a list created by the class, and the game had to convey a message about this topic through this concept.
In my case, the topic was "Global warming", and I tried to convey the message that "global warming is a natural phenomenon, but is quickened by human activity". Thus, I came up with a social game in which you embody a survivor in a post-apocalyptic world where weather hazards are a common thing. This civilization revolves around the use of an energy called "Terra", which is also the planet's very life force. The point of the game is to gather resources so players in the same village can analyze them and identify what may be the upcoming weather hazard (which can be expected about a real-time week after the previous one), and then to craft equipment so they will not die from it. However, because players need to regularly use Terra, they tire the planet, reducing the remaining time before the next weather hazard. Because of that, they can never be sure of how many time they have left.
To save some time and make it for my poor drawing abilities, I used the software Balsamiq for the mock screenshots and put other games sprites. Consequently, assets displayed in these illustrations are not mine and were only used for mock-ups.
Even if we barely got any feedback on these documents (no correction was done even if it were supposed to get a mark for it), I am pretty satisfied with the work I did, and would probably go back to it if I am to do something similar .