
Gaëtan Darmon
Game Design Option
Programmer & Narrative Designer
Portfolio showcasing my work on the project as both Programmer and Narrative Designer.
Programmation
Creation of Magnetic Features
Pole Pals was developed entirely using Blueprint only.Creation of the magnetic beam and its full logic.
Creation of all the game’s GPEs. (List below)All of this was done in close collaboration with the game design team, and the features went through multiple reworks and constant changes.
| Name | Description |
|---|---|
| Movement | Simple character movement, without jumping. Base Unreal movement system is used, with a few tweaked values. |
| Magnetic Beam | A controllable beam coming from the character, allowing them to pull or push magnetic objects depending on their polarity. |
| Room Checker | Room control system to track where players are in the level. Manages the camera, invisible walls, respawn, and the retry function. |
| Dialogue | Enables the antagonist to speak, either through scripted scenes or commentary during gameplay. |
| Barks | Emotion system for the playable characters and the antagonist. Adds personality through short reactive lines. |
| Level Transfer | System to save information and transfer it between levels, and to limit player access to specific levels. |
| Hits | Allows the player to hit to activate something, push an object or the other player. |
| Magnetic Objects | Objects that can be moved using the magnetic beam. |
| Collectible (Data Bits) | Objects collected on contact. Unlocks bonus menu content. |
| Battery and Socket | Magnetic object that activates a socket when it comes into contact with it. Works like a key and lock. |
| Button | Buttons that can be activated by a player hit, depending on the player’s polarity (or not). |
| Doors | Doors that block the player until opened by a button-type object. |
| Moving Platform | Platform that can move a player or a pillar either vertically or horizontally. Can be activated by a button-type object. |
| Void | Respawns players and objects when they come into contact with it. |
| Magnetic Pillar | Attracts or repels players based on their polarity. |
| Conveyor Belt | Automatically moves players or objects at a predefined speed. |
| Polarity Switch Portal | Changes the polarity of any object that passes through, while also propelling it forward. |
UI
Initially designed by the game design team, the UI elements were then created by me to handle their appearance conditions, data updates, navigation, etc., before being handed off to the art team.I also handled the appearance animations of certain UI elements using Unreal’s animation tool.
Finally, I created the end credits, entirely within Unreal.
Implementation Support
Created animation blueprints to implement attack, walk, and idle animations.Assisted with sound implementation by preparing values and notes for the audio team.
Did the same for several assets to support the art team.Finally, created templates, usage guides, and GPE tutorials for the whole team based on their needs.
Narration
Scenario and dialogue writing
Writing and revision of the entire script, as well as integration of all scenes and dialogue into Unreal.


Barks
Creation and implementation of the bark system, with multiple phases of iteration.
Worldbuilding
Establishment of the science-fiction universe, including its rules and locations.







