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JULIEN DUPUIS
game designer

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
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Implement and design scripted event narrative moments
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Understand and advance the technical interests of Quest designers in collaboration across many disciplines
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Diagnose issues with animations, transitions, cameras and integrate the fix
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Design transitions between cinematic moments and scripted event or gameplay

Spartan project
Unreal | Solo Project | Technical Combat Designer

My most important work. Downloadable Build Available.
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 AI & 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 collaborators in understanding Unity and C and integrating precise solutions to their problems.
• Main designer/scripter for 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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