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Miraculous: Paris Under Siege | Work resume

I was responsible for creating the Game Design Document, defining the game's core mechanics, rules, and systems to ensure a cohesive experience. I designed the gameplay mechanics for Ladybug and Cat Noir, focusing on their unique abilities, movement, and combat interactions to stay true to the characters while making gameplay engaging.

 

In addition, I defined and balanced enemy behaviors, adjusting parameters and states to create a fair and challenging experience. I also developed and balanced the in-game economy, ensuring a rewarding progression system that maintained player engagement.

On the level design side, I built level blockings to establish the foundation for gameplay spaces, ensuring a smooth flow and meaningful interactions within the environment. I also mentored three game designers, providing guidance on level design, mechanics implementation, and overall game balance.

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CORE RULES

  • Core Loop Structure: Designed a gameplay loop focused on skill acquisition, exploration, combat, and investigation, ensuring a balanced and engaging experience.
     

  • Skill Unlock System: Defined how and when players acquire new abilities, balancing progression and difficulty.
     

  • District Selection & Exploration: Established rules for entering Paris districts, mission structures, and environmental challenges.
     

  • Investigation Mechanics: Designed interactions with Marinette and Adrien for narrative-driven puzzles and clue discovery.
     

  • Combat & Enemy Design: Defined movement, combat mechanics, and enemy behaviors, balancing difficulty and strategic engagement.
     

  • Miniboss Battles: Structured fights as skill checkpoints, introducing unique attack patterns and mechanics.
     

  • Boss Battle Flow: Designed multi-phase encounters requiring strategic adaptation and mastery of player abilities.
     

  • Gameplay Cohesion: Ensured all elements integrated seamlessly, maintaining immersion and challenge throughout the game.

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  • Movement was fine-tuned to reflect their personalities—Ladybug had controlled, agile movements, while Cat Noir's were more fluid and aggressive. The controls ensured responsive combat, with combos feeling natural and rewarding. The dynamic camera adjusted to highlight their differences, zooming in for impact and adjusting angles based on attack range and enemy positioning.

3Cs (Camera, character, control)

  • Ladybug and Cat Noir had distinct combat styles and movement parameters. Ladybug's yo-yo gave her extended attack range, allowing her to hit enemies from a distance, while Cat Noir excelled in crowd control, striking multiple foes at once. Their combo systems were unique, with Ladybug focusing on precise, chainable attacks and Cat Noir delivering fast, wide-sweeping strikes.

  • To reinforce their unique playstyles, their animations and attack speeds were carefully adjusted. Ladybug’s attacks had slightly longer wind-ups due to her extended reach, while Cat Noir's strikes were faster but required closer positioning. Both characters had dodge and counter mechanics tailored to their strengths—Ladybug relied on quick sidesteps and precise counters, while Cat Noir could use his momentum to chain dodges into powerful counterattacks.

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ENEMIES BEHAVIOR

  • I designed and implemented enemy mechanics, ensuring engaging and balanced combat encounters.

 

  • I developed the core systems governing enemy behavior, defining movement logic, attack patterns, and response mechanisms to player actions. Each enemy was designed to provide a unique challenge, requiring players to adapt their strategies based on attack speed, range, and defensive tactics.
     

  • To structure these behaviors, I created detailed flowcharts mapping out every enemy action, including movement, attack sequences, and decision-making processes. Each attack was carefully planned, specifying damage values, hitboxes, cooldowns, and telegraphs to ensure fair yet challenging encounters. These flowcharts served as a foundation for AI development and were essential for maintaining consistency in enemy design.

 

  • Within Unreal Engine, I implemented and refined enemy behavior trees, testing and adjusting movement, attack logic, and reaction times. I balanced parameters such as detection range, aggression levels, and attack delays to ensure smooth and engaging combat. Through iterative testing, I fine-tuned animations, hit reactions, and AI transitions to create responsive and dynamic enemy encounters that complemented the game’s pacing and difficulty curve.

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LEVEL DESIGN

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