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JULIEN DUPUIS

game designer | Scripter

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for honor

Anvil | AAA | Combat & Game Design

Role: Combat & Game Design

  1. Implement changes in the animation editor for movement, hitboxes and other sorts of data.

  2. Take an active role in the development of future systems design and framing their core design philosophies.

  3. Assisting fellow designers in designing hero move sets, game events and documentation

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AC codename hexe

Anvil | AAA | Event Scripter

Newest Assassin's Creed from Ubisoft Montreal.

Still under NDA

Role: Event Scripter - Narrative realization team

  1. Implement and design scripted events in Anvil in collaboration with animators, technical - quest -cinematic and level designers.

  2. Integrate and design animations, NPCs, behaviors, cameras, 

  3. Predict, evaluate and diagnose issues with quest systems & the dialogue editor 

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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

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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 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

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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 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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