Rainbow Rage is the most substantial and complete project I have worked on so far. For the first time, I collaborated within a full team of artists and developers to deliver a finished game within a two-month production timeframe.
This project is the one I am most proud of, particularly because of its fast-paced, dynamic gameplay. Working on it fundamentally changed my understanding of game feel and juiciness, and pushed me to think more deeply about player feedback, responsiveness, and impact.
The game follows a unicorn living in a colorful, candy-filled world that appears cute and perfect on the surface. However, beneath the sweetness lies frustration. Tired of a life that doesn’t reflect who they truly are, the unicorn is consumed by anger and decides to break free.
Driven by rage, they dash across this vibrant world with one goal in mind: to reach and destroy the factory that shaped their artificial reality.
Beyond its lore and vibrant visuals, Rainbow Rage was a significant challenge in terms of game feel.
The core objective was to merge two completely opposite universes into a single, cohesive experience. On one side, we had destruction, rage, and exaggerated gore. On the other, a bright, joyful, and overly cute candy world. Balancing these extremes required careful reflection on how to convey the unicorn’s anger while preserving the playful and humorous tone of the game.
Every detail mattered — from visual feedback and animation timing to sound design and screen effects — in order to create a unique and satisfying experience.
Special attention was given to the gameplay’s “juiciness,” particularly through the two main abilities: the charge and the ground smash. These mechanics were designed to feel powerful and impactful, reinforcing the character’s rage while remaining fun and accessible to the player.
List of all the people that worked on the project :
GAME DESIGN & PROGRAMMING :
PIERRE Maïtson
SECLET Axel
PARTAKELIDIS Arnaud
MAJCHER Florian
MUSIC & SOUND DESIGN :
DURAND-LIBERATOIRE Alexis
COSTA CUNHA Raphaël
GAME ARTISTS :
MCDONALD Maxime
PHILIPPE Tom
FREMONT CAZALA Baptiste
HA-BERTHELOT Léo
LIN Alice
PEBORDE Arthur
PETER Gabriel
Level design was also a key focus throughout the entire production. Each level was specifically designed to highlight one core gameplay mechanic, allowing players to fully explore and master its potential.
We carefully structured the environments to showcase these abilities in meaningful situations while maintaining the coherence of the game’s universe. Ensuring that the level design supported both the gameplay and the contrasting tone of the world was an important challenge, requiring constant iteration and adjustment.