Documents

A selection of design documents produced during my studies at Gamagora, focused on level design structure, game design documentation, historical concepts, and clear production constraints.

LDD Role: Level Designer

Concept San Antonio - The Crew II

A Level Design exercise from Gamagora, structured like the recruitment tests used by studios such as Ubisoft Ivory Tower. The task was to design a playable map within an existing framework, applying concepts from Christopher W. Totten's An Architectural Approach to Level Design to strengthen readability and player guidance. Working on a racing genre outside my usual comfort zone helped me adapt to design constraints I would not have naturally chosen.

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GDD Role: Lead Game Designer

Flag Carrier

A Gamagora team project for which I took the lead design role, directing the overall creative direction and writing a complete Game Design Document within a short production timeframe. I drew on my background in history to develop an original concept using historical knowledge as a central creative tool. This approach was noted and appreciated by our instructor, Nordine Ghachi.

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GDD Role: Game Designer

Le Drame du Figaro

A Gamagora team project focused on producing a Game Design Document alongside a playable paper prototype, within a short production timeframe. The objective was to apply a clear and professional structure with defined mechanics, consistent design intentions, and testable core gameplay. I relied on my background in history to shape an original and cohesive concept.

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