Gabriel Bondia – Game Designer

Logo Gabriel Bondia Game Maker

Gabriel bondia

Lire la vidéo sur Golem Arena Gameplay

Golem Arena

1 versus 1 tactical choices Emergent gameplay
Created with Elouan Hildgen-Poirier, Federico Barallobres, Olivier Provost, Élisabeth Lesage, Leila Belkouch, Nassim Boutegrabet, Olivier Pagé, Béatrice Bédard-Lepage, Evan Burman and William Déraspe in 10 weeks
Developed with Unity
Context
Golem Arena won the « Best Technical Challenge and Innovation » award at the 15th edition of the Ubisoft Game Lab, in Montreal.
Pitch
Enter the arena and face off in chaotic Golem duels. Choose your tactics and use magnetism to build yourself an armour, attack your opponent, or manipulate the environment to your advantage!
My involvement in the project

Team project conception, proposal of 3 designs followed by a group decision.

Game design: iterations around a dynamic and tactical game system based on physics. Research on magnetism and game design with a focus on 3C, chain reactions and accessibility.

Project management: implementation of communication tools between different departments.

The GDD is incomplete: I broke both wrists at the start of development. To compensate, we relied heavily on oral communication within the team, in addition to the other tools we put in place.

More details in the (incomplete) GDD – fr 🔗

Crafting a tactical fast-paced versus using physics

Implementation of a tutorial hub that allows players to experiment with the features on their own using a dummy before facing each other.

Development of a dynamic camera: Its rotation keeps players mostly on the left and right sides of the screen, facilitating their aim, in addition to a subtle aim assist.

Development of a haptic feedback system in C#, to modulate the player’s feel of physical contact and provide feedback on their actions.

Organisation of playtests with new players for each new iteration, synthesis and proposals of solutions to the team based on the feedback collected.

More info about my skills 🔗