H U G O
KOENIG


3 Game Designers
4 Programmers
5 Artists
2 Sound Designers
1 Producer

Tower Defense
Party Game

Combat Design
Level Design
3C Design

6 months
2023

GCD & GDD
Rational LD
Asset lists
Marketing assets

PC
Nintento Switch
Logged Out! is a local co-op tower defense party game where you play as beavers who must defend their dam against an army of bulldobots!
This is my graduation project, which was carried out with a team of 15 devs over a 6-month production period.
On this project I was in charge of establishing the game rules, creating and tweaking the 3Cs, establishing the AI behavior, designing towers, creating the level design of the waves and the environment, as well as documenting the game.
The game design is full of subtleties that make all the difference and amaze players.
For example, to defend the dam, you need to create towers. In order to do this, players need to cut down trees and carry them to a construction site.
But if the players use too many resources, the trees are cut down, creating new paths for the enemies and making the game increasingly chaotic and exciting.
Getting the ideal camera was a challenge, since this is an action-packed game where something can happen in every corner of the map. We had to constantly show players how crazy the game is, and every interaction they make, adding even more chaos to the screen.
For the waves design, with the collaboration of a programmer, I developed a Unity tool to activate events and create/manage our waves on a timeline.

I also particularly enjoyed working on the level design of this tower defense game, as I had to think about a lot of parameters, such as where and how players would use their resources, construction locations or AI paths.


Level Design Concept
Linear LD

Solo project

The Last Of Us
Part 2

Level Design

12 hours

Powerpoint

Presentation




This document is a presentation of a Level Design I made for The Last Of Us Part 2.
You'll find a concise but engaging slice of gameplay alternating Looting, Exploration, Combat, and Narration.
I wanted to create a 2 minutes gameplay in one day matching TLOU2 universe and design pillars.
Enjoy the presentation!


6 Game Designers
4 Programmers
9 Artists


Combat Design
Level Design
3C Design


Game Concept Document
Balancing sheets
LD Document

Tactical RPG
10 weeks
2022
PC
Edinbaah is a crazy Tactical RPG where you'll have to collect sheep in a semi open-world and fight opponents in a grid turn-based combat.
In this production, I had set and balanced the 3C's of the exploration phase, created the level design of exploration and combat, and set the game's rules (such as sheep gathering, player's progression, interactions, ...).
I designed multiple ennemies AI to make them all unique and also matching their personality in combat phase. For example, Sir Eliott, the final boss, is here to protect the town's sheep.
So in combat, he'll tend to stand between the player and the sheep, to prevent the player from capturing them!
I also worked on the economy and balancing of the game, including: shop, item cost, and enemy behavior.
4 Game Designers
Level Design Concept
Open World

Solo project

Red Dead Redemption 2

Level Design
Quest Design

1 week
2021

Powerpoint

Presentation
This is a level design concept I made for an additional region of Red Dead Redemption 2: "Finders Valley".
After a few hours of analyzing the existing regions, I was able to create a new one that was as unique as possible while remaining consistent with the game world.
Then, I started deciding on its location and shaping the map, I worked out the network of paths and the topography.
For quests and lore purposes, I also had to design a town and an Amerindian camp.
Now that the map was ready, I implemented the quests I worked on beforehand and represented the player's "golden path" through them.
SOKOBOUNCE

4 Game Designers / Programmers

Puzzle Game

Game Design
Level Design
UI / UX

7 weeks
2019

3C Document

Web Browser
SOKOBOUNCE is an online puzzle game inspired by the original Sokoban.
After adding a simple rebound rule, a whole dimension was added to the game, and the level design was done according to this one.
The final result gives us a game with a simple mechanic that remains complex and fun.
It was developed during my preparatory class in Game Design and Programming at ISART DIGITAL.