Apprentice Game Designer, ODC Games
ODC Games was founded in 2021. From educative games for middle schools and high schools to digital escape games for kids, ODC Games specialized in developping games on tablets and mobiles. They realize their own projects and carry out development missions on demand.
I started my apprenticeship at ODC Games in September 2022 as a Game Designer. My responsibilities included creating scenarios for escape games, narrative design, creating puzzles, and documentation. Additionally, I was responsible for working with the Construct 3 engine, implementing graphics, and documentation. I finished my apprenticeship in August 2023.
Cybertrack
Cybertrack is a digital serious game made to raise awareness of school bullying in high schools and its consequences, including suicide. It was first released in 2022 to organize bullying awareness days. We would directly intervene in the concerned high school with our material to monitor the students while they play the game. We then created an improved version of Cybertrack that can be downloaded from the Google Play store.
The Lost Reliques
The Lost Reliques is a game for mobiles commissioned by the municipality of Saint-Arnoult-en-Yvelines to highlight the history of the town. Created for a wide audience, the game relates the history of Saint-Arnoul, the local saint who was buried here in the 6th century and after whom the town was named.
Missions
Scenario & narrative design : For each of these missions, I was in charge of creating the storyline in which the players would evolve. Similar to an escape game, the goal was to immerse the players and provide a deeper meaning to the puzzles they would solve. To achieve this, I started the creative process by conducting extensive research in order to offer a realistic and convincing setting before proceeding with the development of the storyline. Throughout the process, I always kept in mind the narrative integration within the gameplay.
Puzzle design : Each game contains numerous puzzles that need to be solved in order to progress. When creating them, I always had to keep in mind the constraints related to the target audience and the gameplay duration. Along with the storyline, the puzzles are the primary elements of the game's pacing. Indeed, it is crucial to avoid players becoming bored with a puzzle that is too complicated or that they don't understand the relevance of.
Development : I developed each game using the Construct 3 engine. After the design phase, I would start with a blank canvas or a studio template, and then proceed with the development of each scene in the project. I integrated all the gameplay elements, as well as the visuals, sounds, and videos. Construct 3 being a "no-code" engine, I was able to iterate quickly for scene development, as well as optimization for tablets and mobiles. I also ensured that the different puzzle systems were easily reusable if they needed to be implemented in other projects.
Project monitoring : For each project, I was responsible of the establishment of production schedules, creating prioritized asset lists, and monitoring the progress of my colleagues when required. Depending on the needs, I also adjusted the production workflow based on the resources available to us and our needs at any given time.
Event management : I have also regularly been involved in our interventions to organize game sessions and present our studio at fairs for professionals, students, and general public.