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JULIEN DUPUIS
game designer | Scripter

for honor
Anvil | AAA | Combat & Game Design
Role: Combat & Game Design
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Implement changes in the animation editor for movement, hitboxes and other sorts of data.
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Take an active role in the development of future systems design and framing their core design philosophies.
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Assisting fellow designers in designing hero move sets, game events and documentation

AC codename hexe
Anvil | AAA | Event Scripter
Newest Assassin's Creed from Ubisoft Montreal.
Still under NDA
Role: Event Scripter - Narrative realization team
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Implement and design scripted events in Anvil in collaboration with animators, technical - quest -cinematic and level designers.
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Integrate and design animations, NPCs, behaviors, cameras,
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Predict, evaluate and diagnose issues with quest systems & the dialogue editor

Spartan project
Unreal | Solo Project | Technical Combat Designer

My most important work.
Combat prototype based on God of War: Ragnarok with a new 3C RPG system for the genre: Attack Combo Editor.
The main goals are to practice:
• Perfecting Combat: Boss behaviors & 3Cs
• Systems & UI
• Documentation
• Blueprints, GAS, Sequencer, Blackboard + Behavior tree

Koa: the forgotten gods
Unity | Graduation Project | Technical Game Designer

Action Hack'n'Slash set in Hawaiian mythology with unique 3Cs.
Koa was in development for 8 months on a team of 7 in Unity where I held a leadership role on gameplay and technical direction.
92% positive reviews on
Primary contributions:
• Assisting my team in Unity and C# and integrating precise solutions to their problems.
• Designed and scripted 3C, Combat, AI design
• Scripting game systems from scratch like: Spawning, Interactions, Level design objects, progression and narrative transitions
boss design document
Miro | Solo Project | Combat Designer
This document is for the boss design of the Egyptian God Horus in a hypothetical God of War Sequel. Designed as a high-level view of intentions presented to a lead designer or creative director for validation.
Assumes the reader has knowledge of the series and has played the most recent installments as it utilizes the same systems as the 2022 title.
Goals are to practice:
• Creating structured, scoped and readable documentation.
• Deepen my understanding of boss design principles by studying reference material.
• Illustrating my thought process when designing content

dungeon divers
Unity | Game Jam | Technical Game Designer

Made for the Brackeys jam, I collaborated with a small team of 5 for a week to create a roguelike bullet hell with the "Diving Deeper" theme made in Unity.
My contribution:
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Designing 4 simple enemies, their behaviors and spawns
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Rapidly scripting gameplay and core systems in Unity
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Iterating on the gameplay loop


A fun little design challenge I took on was the 2D aiming in a 3D environment.
Script that spawns enemies.
This was a collaboration between a programmer and myself.
My roles on this system:
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Communicated design requirements
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Assisted in the programming
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Helped find and fix issues with the script
Comments are very positive and we ranked in the top 10% of the Jam.

My story
I'm primarily interested in game design with a secondary interest in technical design.
My experience is centered around taking ownership of 3C, AI, Systems and technically integrating them from scratch while iterating on design along the way. Self-starter and fast learner with a go getter attitude.
Working knowledge of: Unity (5 years), Unreal (3 years), Anvil (2 years)
Design: 3C, Combat, AI, Player Interactions, Narrative Experiences, Systems/Progression
Technical: Blueprints, C#, Animations, General integration across various fields.
Favorite games include: Expedition 33, Elden Ring, Hades, Slay the Spire, God of War Ragnarok
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