Bloodtoon

Video game
Level Designer – Gameplay Designer – Concept Artist
January 2023 – April 2023

View on itch.io

As a Bloodling, traverse through hell to reclaim its Great Plaza from other evil forces.

As the Bloodling, you can shoot blood to attack enemies and cover surfaces with blood. You can also shoot bones that can hit enemies harder or form into bloody platforms when hitting certain walls… But you can also turn into your Spider form! While slower on normal surfaces and unable to shoot blood, you can recharge your blood ammo when standing on bloody surfaces. You can also scale bloodstained walls and your speed on bloody surfaces is unparalleled, allowing you to reach areas inaccessible normally.

The goal of this school project was to create a character and a game based on a random existing character given to our team. Our team got Inkling from Splatoon (Nintendo, 2015). My role on this team was mainly level designer, but I also contributed for concept arts and the general gameplay design. This project helped me assert myself as the bridge between designers and artists for both the quality of the level and for general communication in the entire team.

My Role on this Team

Since it was the first time working with artists on a larger scale project, my biggest challenge was to communicate the designers’ and artists’ needs between each other. For example, for the level blocking, it was needed to have placeholder assets that a component named “Paintable” AND a master material “M_Paintable” so I could test the level with the player controller’s mechanics. What I didn’t know yet was that we had to ask the artists to make those placeholder assets with a specific texel ratio so that the blood could be splashed correctly in size. This feature specifically proved to enforce the communication between designers and artists, and as the level designer of the team, I was the one communicating the most with them.
I also was the concept artist for this project. I tried to mix up the gore-ish theme with cute designs for both the main character’s forms and the enemies. The goal for the Bloodling (the main character) was to look sturdy with its arms and have a fighter look for its Demon form, while in Spider form the goal was for it to look agile and swift while sliding on the blood shot from the Demon form.

My Teammates

Jakob Bouchard – Programming, Paint-shooting mechanic, Technical Design and optimization
Cédric Laroche – Programming, AI
Anthony Legros – Programming, Audio and UI Design
Félix Marcoux – Programming, Character Controller and Environmental Interactions
Renaud Bélanger – 3D Modeling and Texturing
Dee-laina Blais – 3D Modeling and Post-processing
Justin Daigle – 3D Modeling, Texturing and Animating