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.

NameDescription
MovementSimple character movement, without jumping. Base Unreal movement system is used, with a few tweaked values.
Magnetic BeamA controllable beam coming from the character, allowing them to pull or push magnetic objects depending on their polarity.
Room CheckerRoom control system to track where players are in the level. Manages the camera, invisible walls, respawn, and the retry function.
DialogueEnables the antagonist to speak, either through scripted scenes or commentary during gameplay.
BarksEmotion system for the playable characters and the antagonist. Adds personality through short reactive lines.
Level TransferSystem to save information and transfer it between levels, and to limit player access to specific levels.
HitsAllows the player to hit to activate something, push an object or the other player.
Magnetic ObjectsObjects that can be moved using the magnetic beam.
Collectible (Data Bits)Objects collected on contact. Unlocks bonus menu content.
Battery and SocketMagnetic object that activates a socket when it comes into contact with it. Works like a key and lock.
ButtonButtons that can be activated by a player hit, depending on the player’s polarity (or not).
DoorsDoors that block the player until opened by a button-type object.
Moving PlatformPlatform that can move a player or a pillar either vertically or horizontally. Can be activated by a button-type object.
VoidRespawns players and objects when they come into contact with it.
Magnetic PillarAttracts or repels players based on their polarity.
Conveyor BeltAutomatically moves players or objects at a predefined speed.
Polarity Switch PortalChanges 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.

Game system

Creation of all core gameplay systems to ensure a stable and smooth experience.
This includes the room and level transfer system, dialogues and commentary, barks, optimization, camera management, and respawn handling.

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.

Documentation via UML

Documentation of all the above through UML diagrams, including use case, class, flowchart, and sequence diagrams.

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.