THIBAUT GUFFOND
GAME DESIGNER / DEVELOPER
Projects

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Unity
5
creative director, programmer, game designer, level designer
OBUSITE
A survival-horror game inspired by WW1 and the paintings of Zdzisław Beksiński.
Made during my final year of bachelor, OBUSITE explores the themes of war, mourning, trauma and art as a way to cope with it all through first-person gameplay and dark atmosphere.
During development, the emphasis was on ambience and feelings rather than complex gameplay. This means that I had a different approach for my design of the game system: rather than prioritizing balance and challenge, I designed the game around the experience and the feelings I wanted the player to experiment first and foremost. The result was a game that, while not remarkable in terms of mechanics, closely followed our expectations about player experience and progression.

Engine:
Team Size:
Roles:
Unity
5
game designer, level designer, programmer
Skyball
A one-time VR arcade game and exhibit, developed for the Galeries Saint-George mall in Toulouse, France.
As it was intended to be played in the middle of the mall by passers-by, the design of Skyball had several constraints. A single game had to be short (between five and ten minutes) it had to be playable by gamers and non-gamers alike (especially people not used to VR games), and it should preferably be a game that was as entertaining to watch as it was to play.
These constraints shaped Skyball into an "arcade-VR" game, in which the player had to use two gun-like tools to collect score cubes scattered around the arena while pushing away spiky bombs constantly rolling toward them.

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Godot
2
game designer, level designer, programmer
Shadowstep
A turn-based puzzle game played in two parallel dimensions simultaneously.
Designed for Godot Wild Jam #72, where it ranked #15 out of 155 entries.
Shadowstep is a game that uses two cameras to create puzzles that must be solved by switching between two worlds. This means that each level is actually two superimposed levels presenting different challenges and visuals. This confusing level design challenges the spatial navigation skills of the players and give Shadowstep a unique twist within the turn-based puzzle genre.

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Team Size:
Roles:
Unity
2
game designer, programmer
Mettle Up!
A "cooperative fighting game" where the player teaches an AI the art of combat by sparring with it.
Designed for Wowie Jam 4.0 where it ranked #78 for creativity and #85 overall out of 1019 entries.
Mettle Up! uses a very simple combat system with three directional attacks and three types of defense each countering only two of these three attacks. The player character is opposed to an AI opponent that does absolutely nothing in the beginning. However, after each fight, the AI gains 'experience' based on the actions performed by the player, and uses this experience in the next fight. For instance, if a player uses always the same attack, so too will the AI. As the stated goal of the game is not the beat the AI, but rather make it reach max level in all the techniques, it often creates a very fun end-game situation, where good teachers end up creating an opponent so good they get repeatedly beaten by their own student!

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Roles:
Unity
2
game designer, programmer
Morgen the Stern
A fast-paced horde survival game playing with rope physics.
Designed for the Mini Jame Gam #23, where it ranked #1 overall, and #1 in audio, fun factor and gameplay out of 38 entries.
The choice of a vampire character was tied to the theme of the jam, which was "Decay". It gave us the idea of a fast-paced game with a vampire character whose blood reserves were constantly draining, forcing him to aggressively seek out human prey to survive. Once this was established, the genre of horde survival was an obvious candidate for the type of experience we wanted.
The name of the eponymous character, "Morgen the Stern", is a pun referring to the weapon used in the game, a morgenstern (actually a sort of meteor hammer since it has no handle). This choice of weapon was due to the bonus constraint of the game jam, which was to use a rope as an important in-game object (here the rope is attached to the head of the weapon). It was a great opportunity to add fun rope-physics-based gameplay to the game! So we designed a combat system in which the damage inflicted by the player is dependent on the velocity of the weapon when it strikes its target, creating a very engaging and dynamic fighting experience for the player.

Engine:
Team Size:
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Unity
4
game designer, programmer
Bullet Town
A mobile arcade shooter with roguelike elements, set in a humorous wild west-inspired world.
I worked on Bullet Town as a gameplay programmer intern, and had responsibilities such as the redesign of player progression, and the design and implementation of new powerups and bonuses.
The biggest challenge I had to tackle was the player progression part. Originally, everything in the game was available from the start, except for the powers and characters that had to be bought with in-game currency.
I suggested an alternate version of the first part of the game, where not only powers and characters were introduced one after the other, but base mechanics as well. For instance, the 'frenzy' mode activated after filling a gauge by taking hits is not available nor displayed in the first level. The same goes for other mechanics such as money, powerups, and even the player's health.
After some refinement, this was the version that was prefered by the game director and implemented in the final build.
About Me

Hello! I am Thibaut, a French game designer and developer based in Toulouse, France.
My relationship with game design started when I was about 7 or 8 years old. My parents brought me to one of their friends' house, and they had a kid the same age as me. We went to play together in his room, where he showed me something incredible : hand-drawn paper cards made by himself, for a game similar to Yu-Gi-Ho that he invented. My mind was blown! You could actually create your own games! Why didn't I think of that before?
Since then, I never stopped making games in my free time, mostly card games like him at first, then role-playing games in my high school years, then video games later.
After graduating from high school, I studied English literature at Jean Jaurès University and got a degree in 2019, then I went on to start a Master in the fields of Education and Teaching in order to become a school teacher.
After I realized that this was actually not the job I wanted to do, I used all the time that I had while stuck at home during the first wave of the pandemic to reflect upon my career choices. I recalled my love for games, for playing them as much as making them.
This led me to start a Game Design and Game Art bachelor in 2020, and I immediately felt like I belonged there. I graduated in 2023 as top of the class with a proficiency in all areas of game design, solid programming skills, and just-good-enough artistic capabilities compensated by a very good sense of aesthetics and analytical thinking.
I learned as well to work in a team and developed good skills as a team leader and communicator.
In my free time, I still write a lot of role-playing games and run numerous campaigns for my friends, read books (mostly sci-fi and fantasy), listen to music (all kinds of metal, a healthy bit of techno and a sprinkle of rock and rap), and of course, play video games (my personal top three: Outer Wilds, Warcraft III, Styx: Master of Shadows). I'm also a trollball coach (an obscure sport derived from live action role-playing) and I like to participate in game jams with my artist brother from time to time.
By getting into the video game industry, I look forward to meeting amazing people, making cool games, and hope that I can contribute to make the world just a little bit more fun.