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JULIAN ROY
Level & Cinematic Design
Summary




1/10










Game type
Type : Strategy, Survival, Cooperation
Players : 3 to 6
Plateform : Board game
Contribution
Position : Game Designer
Duration : 2 months
Analysis "Dead of Winter"
Team : 3
3 Game Designers
Skills
Dead of Winter game study
Creation of the Game Design Document
Creation of objects, buildings
Creating character classes
Creation dof a paper prototype
Playtest & Balancing
Game description

Analysis " Dead of Winter "
Before creating our own game, we played many games of different types. Following these tests we selected the game "Dead od Winter", a cooperative and competitive zombie survival game We wanted to keep the cooperative side while having competition.
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Following that we played many games of "Dead of Winter". To determine the difficulty parameters of the game, we removed all the rules of the game and then reinserted them one by one to determine which factors had the most impact on the difficulty of the game.

Game description
Players draw lots to play a character from the beginning to the end of the game. Each character has a different function. Players have the ability to build buildings such as defense, resource production, towers, etc.
Players can also leave the base to pick up equipment or resources. However, it will attract many more enemies.
Unfortunately for the players, every night ( end of the round ), hordes of zombies attack.
Players lose if zombies enter the base. Players win if the common drawn at the beginning of the game is successful.
Game realization "Hordes"
Game realization " Hordes "
The design of a board game is similar to that of a video game in terms of game design. To realize ours, we sought ideas from different board games, mainly "Dead of Winter". While analyzing board games, we understood that it was necessary to simplify the gameplay compared to a video game. We were targeting a profile of experienced players.
So we put in place a number of actions made by the players, ressources to build, find common goals with different difficulties. And above all, a colossal balance between the defense achievable by the players and the waves of zombies every night. Moreover, all targets are achievable before the number of zombies is higher than the maximum achievable defense.
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We have crreated several paper prototypes to achieve this balance. Once this last succeeded, it remained to give an identity to the game, that is to give names to the places, buildings, characters. But it was necessary to make concepts of maps, game board, characters to facilitate understanding and redability.


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