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JULIEN DUPUIS

technical game designer

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AC codename hexe

Anvil | AAA | Event Scripter

Newest installation of the Assassin's Creed franchise being developed at Ubisoft Montreal.

Still under NDA

Role: Event Scripter - Narrative realization team

  • Implement and design scripted event narrative moments​

  • Understand and advance the technical interests of Quest designers in collaboration across many disciplines

  • Diagnose issues with animations, transitions, cameras and integrate the fix

  • Design transitions between cinematic moments and scripted event or gameplay

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Spartan project

Unreal | Solo Project | Technical Combat Designer

My most important work.

Made in
Unreal Engine 5, fully playable, fleshed out Action-Adventure combat prototype based on God of War: Ragnarok with a new 3C system for the genre: Attack Combo Editor.

The main goals are to practice:

• Game Systems & UI
Combat: AI & 3C
• Documentation
• Blueprints, GAS, Behavior trees, Sequencer, Animation blueprints

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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 Role:
• Assisting my partners in understanding Unity and C#
• Main designer/scripter for
3C, Combat, AI design
• Scripting game systems 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.
• Studying reference material for a game I didn't make.

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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:​​

  • Designing 4 simple enemies, their behaviors and spawns

  • Rapidly scripting gameplay and core systems in Unity

  • 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:

  • Communicated design requirements

  • Assisted in the programming

  • Helped find and fix issues with the script

Comments are very positive and we ranked in the top 10% of the Jam.

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My story

I'm primarily interested in game design (combat, systems, narrative) with a secondary interest in technical design (scripting, prototyping, integration), simply because I love playing and designing impactful experiences and I like solving technical problems no matter the engine.

I'm innovative, curious, highly motivated and solution oriented. 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'm an optimistic pragmatist that thinks in terms of problems and solutions, but also a dreamer that wants to push boundaries and explore new possibilities.

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 POWERFUL games.

Favorite games include: Expedition 33, Elden Ring, Hades, Slay the Spire, God of War Ragnarok

Professional values: pursue excellence, never stop learning, always doubt yourself, everyone has something to contribute, respect other's time

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