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Domestic Revolt

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What this game is about? Here is the pitch!

 

As a genius inventor from the Roaring Twenties, immerse yourself in a unique VR adventure, and battle hordes of revolting household appliance robots using your skills and melee weapon. Upgrade your skills in real time and survive the "new industrial revolution".

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Here's what I worked on and what I learned during the development of Domestic Revolt!

You can find the Steam page here!

Game Design & Balancing

Trailer - Domestic Revolt

When working for Isalyx Games, Yohan Debusscher, the CEO of our independent studio, offered me the opportunity to create the concept for our first game!

 

It was a great responsibility and certainly a fulfilling one!

The only "constraint" was that the game needed to be a VR game.

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After some research, I finally proposed to the team at the time the concept of Domestic Revolt, a game similar to Vampire Survivors, set during the Roaring Twenties.

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The concept was clear and approved by the whole team. Now, I had to write down the concept, the intentions, and how the game could be balanced in a Game Design Document.

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I created several statistical graphs, made assumptions about the player experience, and finally tested the developed game.

Level Design & Narrative

The artists Clarisse and Alexandre were so engaged in the project, and through discussions about the artistic direction, the three of us agreed that Domestic Revolt would have an original art style, reminiscent of the hand-painted style seen in World of Warcraft!

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During the level design process, I assisted the artists in finding references related to Art Deco. From the beginning, the game was set in the Roaring Twenties to fulfill the intentions of fun, movement, and freedom!

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That's how we managed to create a colorful and coherent environment by working together, with each of us contributing to the project.

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Even though Domestic Revolt isn't a narrative game with a story or compelling characters, we all wanted to maintain a consistent atmosphere and ensure architectural accuracy from the 1920s in the United States.

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VFX & Other Tasks

As part of my daily tests and document updates, I assisted our artists by creating VFX using the Niagara System in Unreal Engine!

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It was my first time using this tool, and it was a real pleasure to explore VFX creation. With the guidance of the artists, I learned a lot about how textures and materials work, and more.

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Finally, since we were a small team, I handled communication on LinkedIn, conducted some marketing research, and prepared documents for the studio. I also worked on creating the Steam Page.

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Each day was unique, and so is life. So, yes, it was a real pleasure to work on this project. I had the opportunity to test and try out many new things and enhance my Game Design and Level Design skills which are most and foremost my specialities!

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