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My Work

Concept

As part of the design team, I participated in coming up with the core mechanics of the game and most of its enemies, and helped solving problems related to them throughout the whole production.

Level Design

My main mission on Just A Cursor was to handle the entirety of the level design of the game, from concept to integration in the engine. Levels were used as a way to introduce unique mechanics of the next bossfight the player would face, and would thus revolve around those. I made plans that I next realised in Unity, with tile palettes.

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Documentation

As always, documentation was a big part of my tasks on this project. They were mainly targeted towards our game programmers, which would use them as references to create features and (mostly) enemies without my intervention.

The Project

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Just A Cursor is a boss rush twin-stick shooter, designed for speedrun. You play as a small computer cursor, whose PC has been invaded by a virus, corrupting the entirety of the machine. You're then tasked to save it by shooting up infected softwares. The game uses a reactive controller and a time slow/acceleration left to the control of the player to pick their own rythm.

The Team

I worked on Just A Cursor with a handful of classmates :
 

Julia Bourdin - Narrative and Boss Designer

Julien Choquet - Game Artist and Boss Designer

Benjamin Nossin - Technical Game Designer

Corentin Oger - Lead Programmer

Jolan Robert - Game Programmer

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