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Umbrellads

Made with Léo Marambat Patinote, Samuel Basset, Guilhem D'Humières, Martin Jacob and Nicolas Ceriani.

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Unity

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A crossover between Mario Odyssey and a Beat 'em up.

In Umbrellads, you are playing the protector of an English village. Thanks to your Umbrella, you can glide and fight the robots of the Baron Boulon.

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Bring back the sun, help citizens, defeat the Rain, and beat all the robots.

For this project, the fact we had several programmers gave me the chance to focus on System Design, Game Design, and Producing.

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Umbrellads is my first game with a 3d gameplay made from scratch, we worked a lot on the camera, player's spatialization, and 3d gameplay, especially the Combat System.

As Producer

  • Managed a 6-person team

  • Organized task

  • Made asset lists

  • Learned to respect a guideline

  • Practiced Excel / Google Sheet

Explore

We wanted the player to be happy by walking in the world, discovering interactions, and learning mechanics in a safe environment

As Game Designer

  • Rational Design

  • AI Design

  • Iterative game design

  • Level Design

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  • Created a Steam-ready experience

  • Designed a Combat System

  • Designed a Platformer System

  • Created deep but easy to understand systems

  • Coded prototype mechanics

  • Coded and Design Final Boss

  • Practiced Excel / Google Sheet

  • Used team's tools

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Samuel and I were level designers on Umbrellads, we worked hard on letting the player create his own path, using all his movement abilities. Some secrets were hidden all over the world to reward explorers

Fight

Guilhem and I created the Combat System. We wanted it to feel good and easy to play. Some fights are really simple, incorporated in the middle of a platforming part, so the player can have fun destroying some really easy to kill robots.

All the combat system was coded by Léo. We communicated a lot with him to create a system allowing us to create new robots and patterns using tools

But some combats are much harder and need the player to think, use different combos, care about his timing, and trigger special bonuses to win the fight.

We created all the robots using RGD. Each enemy has patterns, AI, and bias. On the left, you can see a robot which counters heavy attacks by dodging. Moreover, he can't be canceled during his attack animation. The only way to kill him is by using light attacks. 

On the right, you can see the Brick, a heavy robot. This one can only be killed during his recovery, which is long enough to let the player charge a powerful attack.

And save The World

With Guilhem, we designed together the Boss Fight of Umbrellads. I did all the Level Design and the programmation of this last Level of Umbrellads.

umbrelladbossscreen.png

Before fighting the boss, I introduced the player to the specific mechanics: Shooting eyes, electrified zones, and Batteries.

Each part of this boss fight had unique gameplay, mixing Combat, Platform and Puzzle. But even if it looks different, we use the same objective so the player doesn't get lost :

-The Robot will try to kill you

-Use the Robot's patterns to find a way to climb on him

-Destroy all the batteries to deactivate the Electrified zones

-Get inside the robot to get to the new phase.

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