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StormBreaker

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About the Project

StormBreaker is my final course project. After 3 years of courses and small projet, the 4th year was fully dedicated to create a finished game, playable from begin to end
StormBreaker is a 3rd person dynamic platformer with various mechanics such as a dash, the ability to create a Wind Gust that propels the character in the air, slow time and shoot Wind Projectiles.

The Lore

In the mystical world of Nephele, the Aeolians faced calamity after calamity. Their lands crumbled, and they sought refuge at sea, only to find treacherous waters. Desperate, they turned to two gods: Angorio, the embodiment of strength, and Zephyr, the wind goddess. These divine beings granted the Aeolians refuge in the skies, far from misfortune.

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For centuries, the Aeolians revered their saviors, until Liv, the spirit of the wind, emerged. Liv, Zephyr’s earthly form, harnessed the winds to provide energy for her people. They built temples in her honor, forgetting Angorio and Zephyr.

Their neglect angered the gods, and their feud erupted in a cataclysmic storm. Liv, awakening from her meditation, sensed the chaos. Determined to restore balance, she prepared to confront the delusional gods, her winds swirling with purpose.

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Team Composition

I collaborated with a dedicated team of 3 level designers, 2 tech designers, 1 tech artist, 2 environment artists, 1 character artist and 3 sound designers. That project is the biggest I ever made with one of the biggest team I ever had, which taught me a lot about team work!

My Role

During this project, I played a multifaceted role, seamlessly transitioning between game design, team management, and technical execution to ensure smooth production. My ability to identify production needs and address them effectively was a key asset throughout the process.
 

Preproduction Phase:

  • Focused on pure game design and prototyping integrations, with a particular emphasis on the 3Cs (Character, Camera, and Controls).


Production Phase:

  • Specialized in programming various systems using Blueprints, including LDOs, scripted destruction events, a debug tool and all the UI.

  • Oversaw UX design, implementing player feedback through haptic feedback, camera shakes, dynamic character materials, slow-motion post-processing, and the tutorials of the game mechanics.


Additionally, I led the sound design department, collaborating with three talented sound designers.
This collaboration ensured a cohesive audio experience that enhanced the overall gameplay.

Tools Used
  • Unreal Engine 5 

  • Perforce (P4V)

  • Google Suite

Areas of responsability
  • Game programming

  • Game design

  • UX/UI design

  • Sound design coordination

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