top of page

Project Overview

OAsys: Speedbots Tournament is a fast-paced FPS runner on Unreal Engine 5 inspired by Ghostrunner and Neon White, developed as a graduation project at Objectif 3D Montpellier.

A team of 20 persons :
 

  • 3 GD/LD

  • 3 Animators

  • 4 Graphic Designer 3D

  • 1 Technical Artist

  • 7 Programmers

  • 1 Sound Designer

  • 1 Musician


We've been developing OAsys for nearly a year, released on Steam in June 2025.

 

Key Contributions

  • Project Coordinator : GD/LD lead coordinating cross-team communication for consistent development flow.

 

  • Game Design : Implemented and refined the 3C (Camera, Character, Controls) throughout development, while establishing narrative design systems for immersive storytelling.

 

  • Level Design : Created 3 shipped game levels from initial whiteboxing to final engine implementation.

Project Coordination

May 2024 - Present

Department Leadership

• Took ownership of the Game Design/Level Design department, restructuring workflows to enhance team synergy and project clarity.

Process Innovation

• Introduced and implemented the R.A.C.I. matrix across the team, reducing role ambiguity and accelerating feature development.
• Established standardized documentation practices for design pipelines.

Collaboration Facilitation

• Orchestrated weekly syncs that improved cross-disciplinary transparency.
• Served as primary mediator for creative conflicts, fostering a psychologically safe environment for iteration.

Game Design

Player Mechanics

I focused on crafting a player experience that feels rewarding, fluid, and deeply engaging to master. With speed as a core pillar, we carefully balanced lightning-fast movement with intuitive accessibility.

Jump & Double Jump : I adopted a more horizontal jump arc to prioritize vertical gameplay elements (like Grapple hook or Secondary shoot of the SMG), creating intentional air control trade-offs.

Wallrun : Expands player movement options, enabling dynamic traversal and unlocking alternate pathways through the environment.

Slide : Lets players squeeze through narrow paths while maintaining high velocity, delivering both practical navigation and an exhilarating sense of speed.

Character Movement Design : I designed the player character’s movement system to feel responsive and satisfying, drawing inspiration from high-speed titles like Ultrakill and Ghostrunner. Every input—from dashes to momentum preservation—was tuned to deliver that adrenaline-fueled “flow state” these games excel at. I make a Metrics Gym Level to detail the movement system.

Gameplay Elements

I contributed to designing the game's core gameplay elements to create a compelling and engaging player experience.

Grapple hook : The grapple hook fundamentally changes how players engage with the environment - by eliminating ground dependency, it introduces verticality as a core exploration dimension, encouraging aerial mastery and layered level navigation.

Turret : To create relentless forward momentum, I designed turrets that only hit stationary players - maintaining full speed grants perfect evasion, while stopping guarantees damage. This risk/reward loop:
 

  • Rewards flow → Players feel mastery when chaining moves at full velocity.

  • Punishes hesitation → Stops become tactical decisions rather than safe options.

  • Embodies our core pillar → "Never stop moving" as both mechanic and philosophy.

Glass : Staying true to our level design pillar of “The player creates their own path.” I wanted to foster the feeling of discovering unconventional routes. This led to the implementation of breakable glass throughout the levels – environmental elements that reward experimentation and create emergent shortcuts.

Oil Puddle : A speed killer. Getting stuck means certain death pushing players to replay, refine their routes, and master every inch of the level.

Level Design : Kalypso

Screenshots Overview

Level Overview

Kalyspo serves as OAsys second level, designed for players still learning core mechanics. At this stage, they encounter two new gameplay systems: primary and secondary fire modes. 



 

I led this level's development from pre-production through final blockout in 3 weeks, collaborating closely with artists to highlight their work while maintaining strong level design principles.

Focus Area

  • Tutorial : The primary focus was teaching weapon mechanics through contextual scenarios, preparing players to apply these skills in later combat situations.
     

  • Curve Learning : This level introduces disruptive obstacles (oil puddles, turrets) to teach players their environment is hostile. Hazards punish recklessness but reward adaptive movement forcing players to engage intentionally with the space.
     

  • Learn the philosophy of OAsys : This level serves as a tutorial while remaining replayable players can return to beat their best score as their skills improve, creating a natural progression benchmark.

Process

The writing

First, I write to approach the level design literally, which helps me restructure my thoughts and constraints :

  • GOALS – What am I trying to achieve, why, and how?

  • ELEMENTS – What do I have at my disposal?

  • GAMEPLAY BEATS – What do I want the player to feel?

  • QUESTIONS – Questions I have and should answer later.

  • SEQUENCES – Things I’d like to include in the level

The map & Intensity curve

I first establish an overall intensity curve to map the player's intended stimulation rhythm. For Kalypso, this curve avoids sharp spikes, favoring a steadier learning progression.

I use Inkscape to create layout maps, plotting all gameplay elements and their positions to estimate the level’s scale and required workload."

Implementation & Iteration

I transition to the game engine for first playable iterations, immediately testing with both GD/LD peers and cross-discipline teams to gather feedback.
When players discover unintended paths, I embrace these emergent opportunities refining rather than removing them to enrich the level’s depth.

Level Design : GlassdeVerre

Screenshots Overview

Level Overview

GlassdeVerre serves as OAsys fourth level.
Set in and around an industrial factory, this level teaches players to leverage breakable glass as a core gameplay element shattering predefined paths to discover and create their own routes through emergent experimentation.



 

I led this level's development from pre-production through final blockout in 3 weeks, collaborating closely with artists to highlight their work while maintaining strong level design principles.

Focus Area

  • Learning Gameplay Element : GlassdeVerre's primary focus is introducing the breakable glass gameplay element that players will re-encounter in later levels, establishing it as a core mechanic through organic level design.
     

  • Improvise shortcuts : First-time players experience organic pathfinding freedom (grapple above or slide below ?) The choice is theirs. Replays then reveal hidden path optimizations, encouraging full exploration of the level’s time-saving potential.
     

  • Identify structural weaknesses : Teach players to navigate obstacles and through intuitive environmental cues, challenging them without frustration by ensuring every failure feels instructive and every success earned.

Process

Screenshots Overview

The writing

First, I write to approach the level design literally, which helps me restructure my thoughts and constraints :

  • GOALS – What am I trying to achieve, why, and how?

  • ELEMENTS – What do I have at my disposal?

  • GAMEPLAY BEATS – What do I want the player to feel?

  • QUESTIONS – Questions I have and should answer later.

  • SEQUENCES – Things I’d like to include in the level

The map & Intensity curve

I first establish an overall intensity curve to map the player's intended stimulation rhythm.

I designed three distinct paths in GlassdeVerre:

  • Main path : Highly visible and easiest to follow, but the longest route.

  • Shortcut : Less obvious, rewarding players with significant time savings.

  • Speedrun route : Nearly hidden, offering the fastest completion for prestigious medals.


I use Inkscape to create layout maps, plotting all gameplay elements and their positions to estimate the level’s scale and required workload."

Implementation & Iteration

I transition to the game engine for first playable iterations, immediately testing with both GD/LD peers and cross-discipline teams to gather feedback.
When players discover unintended paths, I embrace these emergent opportunities refining rather than removing them to enrich the level’s depth.

bottom of page