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My working methods



Exploring my Workspace

 

 

Please note that the screenshots below are taken from my personal workspace. As I only work in English to progress, the visual content will be mainly in English.

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My general organization is based on a system of tasks and document sorting carried out on Notion, and I have also drawn up a timetable to provide a general framework for my activities:

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Knowledge archive.png

Folders/Files organization

Organization of tasks groups

Schedules.png

Schelude

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Schedule legend :

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Personal:

I use this time to look for internships, improve my portfolio, and anything else that concerns my professional future. I also use this time to go shopping for food, medical appointments, etc.

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I also use it to educate myself by watching GDC (Game Developers Conference) and other conferences related to game/level/narrative design.

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TDST Project:

This time is devoted to creating an independent project with the ultimate aim of setting up a studio.

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Sport:

One hour is dedicated to maintaining a minimum level of physical fitness.

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Born Traveler:

This time is allocated to the creation of my RPG "Born Traveler".

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Game:

I devote this time to playing new and different styles of video games to broaden my vision of video gaming.

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Creative process

From brief to realization

 

Whenever I'm given a task, I reference it in my tasks, which I organize according to projects, as illustrated above.

Then I start by analyzing and gathering information related to the task in hand, which I store in a database called the "Knowledge Archive". This database grows with each job and in my spare time, as mentioned above.

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After that, I start working on the task:

For tasks concerning Game/Level design specifically, I always start my reflections with the following questions:

"What do I want to convey to the player in terms of feeling/emotion?",

"What action do I want the player to take?",

"Are my choices consistent with the dynamics of the game?".

I keep these questions in mind throughout the creative process.

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Depending on the size/complexity of the task, I frame my ideas using diagrams and whiteboards (I use Miro a lot):

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Miro - Glitch - Equilibrage.png

Partial image of a Miro on a tower defense game

 

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If the task requires it, after structuring my ideas, I'm definitely not against using a spreadsheet :

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Tableur - Glitch - Equilibrage.png

Partial image of a tower defense game spreadsheet    PART I

Tableur - Glitch - Equilibrage.png

Partial image of a tower defense game spreadsheet PART II

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Once I've completed my task, it's best to test it with players. In all cases, I try to put myself in the players' shoes and ask myself these questions:

"Does the player understand what he has to do?",

"Does the player have the expected reactions?",

"Are the game dynamics sufficiently represented in-game?"

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This is still a general overview of my working methods, and I don't apply it stupidly to every task. I adapt my thinking, etc.

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Below, I show how I worked on a concrete case:

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