

JULIEN DUPUIS
technical game designer

AC codename hexe
Newest installation of the AC franchise being developed at Ubisoft Montreal.
Still under NDA
Role:
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Event scripter - Narrative team
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Implementing and designing scripted event narrative moments
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Spartan project


Attack Combo Editor
Gameplay
Made in Unreal 5, fully playable, fleshed out Action-Adventure combat prototype based on God of War: Ragnarok with a new system for the genre: Attack Combo Editor
The main goals are to practice:
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Game & technical design: Hero & boss AI
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Documentation
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Unreal Engine 5 & Blueprints

Koa: the forgotten gods

Action-adventure set in Hawaiian mythology with a new take on movement.
Koa was in development for 8 months on a team of 7 in Unity and got a warm reception on Steam.
My roles were:
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Technical designer: Unity & C# coding
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Combat designer: Hero & mob AI
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Game designer: game systems and game direction
ABOUT MYSELF
I'm primarily interested in game design with a secondary interest in technical design, simply because I love playing and designing action style games and I'm proficient in prototyping while rapidly learning a wide range of tools in Anvil, Unreal and Unity.
I'm innovative, engaging, curious and approachable. I build practical and trusting relations with everyone I work with and ask the relevant questions to better understand other's perspectives before speaking my own. I care about running things smoothly and I'll often think of ways to improve my own workflow and will compare it with other's experiences. I'm an optimistic pragmatist that believes there's always something that can be done.
My ideal studio has a vibrant and connected company culture that knows how to get the best out of their crew, promotes and facilitates their employees' development and makes kickass games.