During my studies at Gamagora,
I was asked to work as part of a team on the creation of a Game Design Document.
I took the role of lead on this project, overseeing the overall design direction and writing a full Game Design Document aiming to be as close as possible to professional industry standards, all within a relatively short production timeframe.
Throughout this project, I also relied on my background in history to develop a unique and original game concept, using historical knowledge as a core creative foundation rather than simple inspiration. This approach was particularly appreciated and highlighted by our instructor, Nordine Ghachi
Role : Lead Game Designer
Once again during my studies at Gamagora, I was asked to work as part of a team on the creation of a Game Design Document.
For this project, I focused on producing a Game Design Document as close as possible to professional industry standards, within a relatively short production timeframe, by applying clear structure, precise mechanics descriptions, and consistent design intentions. As part of the assignment, we were also required to create a paper prototype of the game.
The goal was to design a realistic and achievable prototype, similar in scope to a game jam project, allowing us to test and validate the core gameplay mechanics in a concrete and playable form.
Throughout this project, I relied on my background in history to develop a unique and original game concept, using historical knowledge as a core creative foundation rather than simple inspiration.
Role : Game Designer
Once again carried out as part of my courses at Gamagora, this Level Design exercise allowed me to practice designing a map that responds to a precise set of constraints, within a deliberately restrictive framework.
This work follows a process similar to the recruitment tests used by some studios, notably Ubisoft Ivory Tower, where candidates are asked to quickly design a level or playable area based on an existing game and predefined rules. The objective was therefore to deliver a clear, coherent, and usable proposal, while adopting a professional mindset throughout the process.
During this exercise, I applied concepts drawn from An Architectural Approach to Level Design by Christopher W. Totten, a book that encourages the use of real-world architectural principles to strengthen level readability, navigation, and overall player experience.
This project was also an opportunity to work on a game genre I am not particularly comfortable with, specifically racing games.
As a result, it helped me learn how to analyze an existing game design, fully understand it, and enhance it through level design, in a way that reflects professional production conditions, where designers often have to work on projects or genres outside their personal preferences.
Role : Level Designer