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Galaxy Rangers was a four-week project inspired by the 90s animated series, reimagined as a rogue-lite game.

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Our goal was to create a dynamic experience that remained as faithful as possible to the original show. The rogue-lite genre allowed us to capture its essence through room-based gameplay. To emphasize the action, we drew inspiration from titles like Hades and Astral Ascent.

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To stay true to the series, the gameplay featured characters with abilities and skills tailored to their powers in the original storyline.

My Contribution

  • Enemy Balancing

  • Room Spawn Logic

  • Room Types

  • Documentation (Coda, Powerpoint)

  • 3C Design

  • Testing & Feedback

  • Development of Global Systems (Shop,Level Elements)

  • Enemy Placement

  • Level Art 

  • Mapping

  • Narrative Development

About my Work

Game Design Intentions

The design goal was to bring a fresh perspective to the series without compromising its essence. To achieve this, I proposed a permissive Rogue-Lite framework enriched with skill-based mechanics.
To further innovate within the genre, I developed dynamic 3C systems inspired by platformer games.

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Affinity can be increased through quests, offering players meaningful objectives during their playthrough.

We wanted players to experience progression even in failure. To support this, I designed a shop system that allows skill upgrades throughout the adventure, tied to affinity with other characters.

Rogue-Lite Design

Managing RNG was crucial to ensuring a well-structured progression. I implemented a system of rooms with difficulty levels, where each combat room was assigned a specific difficulty.

To ensure proper generation, we developed a "map" system that allowed us to strategically place rooms along a predefined path. This approach ensured that the pacing of the game remained consistent and controlled.

Based on this, we adjusted the number of enemies and the layout to make the experience more challenging and engaging.

To See More

Complete system for calculating percentages to ensure balanced enemy distribution across rooms and controlled difficulty. Simplified statistical reports designed for easy interpretation by all users.
 

Simulator and calculator for all game statistics, fully interconnected with conclusions to provide comprehensive tracking, even with a large amount of information.

PARTOUT

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Features described and illustrated with references to ensure clear communication of key design aspects with the entire team.

PARTOUT

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