Windblown (Motion Twin)
Windblown is a fast-paced game that follows the path made by Dead Cells years earlier and developed by Motion Twin. It still gives the player multitude of playstyles, is still APM heavy, still requires tons of enemy-pattern recognition and foremost still traps the player in a never-ending cycle of wanting more. The catch is: it can be played simultaneously up to 3 players. That and its transition to a beautifully rendered 3D top-down setting. Those changes are far from anecdotal and required by themselves a ton of experimentation.
I was hired as a full-time freelance game dev for more than 2 years. At the time they already went through a lot but the pre-prod phase was still going strong and many questions still needed answers. I mainly helped on designing and prototyping trinkets, team-moves ("fishes") but also weapons and enemies. The team heavily relies on iterating ideas and testing them internally and the nature of tasks given to team members were rotating quite frequently as well. I therefore had the pleasure to work with almost everyone on the team and not just on core-gameplay features but also VFX, UX, AI and UI.
I'm really thankful for having been by their side during this time - especially to Thomas Vasseur, Sébastien Violier and Yannick Berthier which gave me a huge xp boost that will carry me for years to come <3. The game's early-access is expected very soon and I'm looking forward to see players streams and (hopefully not) hear the team complain about their player base 😛