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2023 - 2025 Unannounced Project at Gunfire Games

I've been working for 2 years as a Combat Designer & Game Designer at
Gunfire Games Europe.
I took part of the pre-production and the production phases of this project; I worked on several Bosses and was responsible for various regular enemies.

I also worked extensively on Quests and Encounters.
 

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Combat Design

I had the opportunity to work on several Bosses, handling most of their design and iteration over the course of several months.

I was also responsible for multiple regular enemies and implemented all of their combat behaviors using custom UE5 systems, building on existing creature frameworks.

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Through this work, I gained strong experience in crafting enemy concepts with clear gameplay identity and purposes.

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The image doesn't come from the project.

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The image doesn't come from the project.

Creature Design Process

1. Define the enemy’s archetype.
2. Specialize the creature so it excels at one specific, easy-to-understand role.
3. Iterate on and test this core behavior to make it memorable and distinct from other creatures in the project.
4. Align its character art and the area it inhabits to reinforce that specialization.
5. Base the rest of its combat and non-combat behaviors on existing content whenever possible, as long as the archetype is a good fit.

The Combat Design Team went through extensive iteration to create engaging enemies, from standard foes to bosses.


A strong creature identity became the core rule guiding behavior design, ensuring each enemy felt distinct, readable, and memorable.


To improve efficiency, we also developed reusable base archetypes that could be applied across multiple creatures, significantly reducing individual enemy production costs.

Encounter Design

I worked on encounters across multiple levels and dungeons, exploring different ways to create engaging situations by iterating on enemy compositions and level pacing.

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We also relied on automated balancing sheets to support iteration and maintain consistency across encounters.

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The image doesn't come from the project.

Quest Design

At the beginning of the project, we designed numerous quests and narrative maps to build immersive stories and memorable events for the player. This phase helped define the tone, pacing, and narrative intentions of the experience.

 

Through this work, I learned a great deal about structuring quests, delivering story through gameplay, and creating strong narrative hooks.

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