Perez Jules
Game Designer
Street Gods
A VR rogue light brawler !
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I am the combat designer of this project. I designer AI, 3C & the core of gameplay.
As a Technical combat Designer, my work focused on defining combat systems, prototyping, and implementing AI
I integrated & designed enemies, defined the player tools & collaborated with LDs on the best possible course for levels. I worked with programmers, artist and other designer with multiple specializations to polish the combat as a whole.
SIFU : ARENAS
A Beat them all focused on Mastery !
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I was the Game Designer and feature owner of the Arena extension. I worked on balancing, UX, visibility and Gameplay.
As a Game Designer, my work was focused on defining the concept of the Arenas, and adapting the base game to the next context.
I worked on multiple features, such as new AI behavior or the new game modes and their UX needs. I managed teams of up to 8 people to produce those features and prototyped some of them.
Mahou Arms
A dynamic Beat Them all !
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I am a Technical Game Designer on this project. I design and integrate balancing, progression, gameplay and quest.
As a Technical Game Designer, my work on the project evolved a lot.
I arrived late during the production of the game, and first started by designing new levels. The focus was on having memorable sequence, such climbing a crater on the moon.
I then quickly switched to others focus, notably the enemies AI to make combats clearer, a quest system and parts of the 3C. I designed the addition to those systems and then directly integrated them in C++ and blueprints.
Chasing the Universe
A fast paced 3D FPS platformer
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Slide on walls and control gravity to complete level
as fast as you can !
Made alone in UE5
Always Blue Above the clouds
Prototype of an online dogfighter !
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A prototype made alone, with a focus on 3C and physics.
Made in Unreal.
I wanted to extend my technical skills while improving my understanding of action cameras and character physics with this project.
I did the architecture and the integration of the project in C++ for the technical parts. Creating efficient tools to improve Iteration was also an important focus. This let me test multiple physics and camera behavior, to let me settle on a heavy yet fast combat.
ALTeRNA
A mobile Bullet Hell For Casual !
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I made this game alone. The focus was accessibility and simplicity.
Made in Unity.
Celestrail
Utility AI & Camera prototype
A technical prototype in UE5
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A simple 3D character action created to work on 2 points :
- Integrating Utility AI to control the Behaviour of a Boss
- A camera with automatic control, dynamically determinaning the best framing of the action
Roller Bot
Blue Lagoon
A Narrative Open World.
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I was a Game Designer, Level Designer, Programmer, Sound Designer and Artist.
Made in UE4.
Disco Rampager
A Beat Them All Rhythm'Game.
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I was a Game Designer, Level Designer and Programmer.
Made in Unity.
Rite People

Clash of Piñata
Prototype of a Mobile F2P.
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I was a Game Designer, Level Designer and Programmer.
Made in Unity.
Star Crusader
A Run'n Gun with aliens.
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I was a Game Designer and Level Designer.
Made in a private Engine.
ComeOnComeOn
An UE4 fast shooter prototype.
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I made this project alone.
Made in UE4.