Freelance Game Designer with PlayInLab

Roles and Responsibilities

Game Design

  • Proposed Game Design tweaks based on playtest results for Jusant, Void Crew and other unannounced games
  • Communicated these Game Design propositions to Game Developers of the client studios

Game Testing sessions mediation & management

  • Mediated playtest sessions with up to 12 participants in Paris
  • Organised and planned the different questions that participants would answer to get the data sought out by studios and Play in Lab

Click on the images to see their steam page!


Giving structured Game Design feedback

The section of the document I had to write was focused on design recommendations. After playtests, one team would locate issues perceived by players, and my job would be to find design solutions to fix these issues and to give constructive feedback to the studio.

I structured my work the following way: The first part of the document would be to explain the issue through design lens, the second would be to explain how other games have resolved this issue and finally how they can implement a solution that would work with their overall design. The document had multiple different readers within the client studio and thus I had to adapt my writing to accommodate them. The first readers would be management: people who don't profoundly understand game design so I had to be clear and explain in simple terms how certain choices would impact the player's experience. The second type of people who would read my document would be the studio's developers, meaning I had to be precise with the problems within the experience and express myself in the most neutral way as to not offend anyone who worked on the game. 

During my time with Play in Lab, I worked on many big studio games, many of which haven't been released. The ones I'm allowed to mention here are Jusant and Void Crew. Due to NDA I can't discuss the specific issues within the games during playtests, but seeing how the studios took into account our feedback and improved their design was a satisfying and fun process.