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Swift is a very fast-paced game, thus it's not easy for a non-player to understand what's going on.

If you want to know more, you can scroll down and watch explanatory videos, or playtest records !

The player can run, double-jump, and wallclimb. 

Slashing an opponent will one-shot him, prompting a respawn. However, if both players attack at the same time, they'll parry and repel each other.

They're able to do a quick impulse named Dodge, with its cooldown indicated in the mid of the HUD.

There's also additional game mechanics, like Roles & Powers, fitting different playstyles & strategies.

GAME DESIGNER

As the sole Game Designer on Swift, I worked on many design tasks, from a more macro scale like Intentions, Game system & mechanics design to details like Balancing, Data analysis and of course Game Document writing.

UX DESIGNER

Linked to my Game Designer role, I had to think about the user game experience as a whole, trying to make the best choices for our game to convey our targeted feels, while keeping it understandable & accessible by working on UI & QoL.

SOUND DESIGNER

Swift's game experience is based on thrilling game sensations. Thus, a deep work on the senses must be done : as an UX Designer, I'm making sure the visuals follows our intentions, but I also worked with care on Sound Design & its integration via FMOD.

This video was a mid-prod trailer for the Hunter.

It showcases its passive abilities, and gives an indication of its gameplay.

On this one, you can see how playing the Raider is different, as you have to focus on Orb Capture. In Swift, Every playstyle has its fitting Role & Power.

Those are complete gameplay videos, without any voice chat. I recorded them for our voice actors. You can see winning Hunter & Guardian gameplay there.

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