Category Archives: Feerik

Monstroland (2012)

Lead Game Designer/Team Manager | August 2011 – September 2012 |  Feerik, France
Responsabilities : GDD, Game Balance, Weekly content, Team Management, Monetization, Defining Project Identity
To see directly my work samples on Monstroland, click here
(currently in French only).


Monstroland is a city-building/monster-collection game developed for browser and facebook.


Monsters are making their own revolution ! Tired of acting as bad guys in crappy movies, they started a riot in order to possess their own city : All they want is gardening, watching tv and pay taxes like everyone else. After several weeks of riots, human’s government decides to grant monsters wish and launches “Monstroland”. The player incarnates one of the firsts “Monstromayor” in charge of a heavy task : make monsters and humans live side by side !

Key features

  • Manage a city where average citizen is 15 feet tall.
  • More than 200 monsters to collect and trade with friends.
  • Help or invade humans countries with monsters help.


Monstroland gameplay can be divided in 3 axis :

  • City Building : As the mayor of a Monstroland, player’s goal is to transform a small town into a large metropolis. He has various tasks in order to keep his citizens happy : Feeding, Building, Collecting taxes and so on. The city also serves as a visual reward for monsters collection, as players can see their creatures walking on the road and doing several humor animations.
  • Monsters management : In order to get a bigger Monstroland, players must collect…monsters ! Catching monsters is the link between each phases of gameplay and incarnates the game ultimate goal. Monsters can be aquiired by multiple ways : production, trade, buy, gift, rewards and sometimes luck. Each monster has his own set of skills and type of progression to take into consideration in World Conquest.
  • World conquest : The world map take place in human countries in need of help for various reasons (doing Santa Claus impersonation, win cooking contests…). The player has to send his own monsters to resolve human’s problems in 2 ways : with kindness or with terror. The “World Conquest”‘ loop is pretty simple : Send monsters in human’s world to earn loot and stars (symbol of completion) in order to produce more monsters and unlock new human’s countries. World Conquest gameplay is puzzle-like : Each country has weaknesses, asking the player to send monsters who emphasize them. This results in having each monsters, even weaks ones, being useful depending on the situation, giving gameplay requiring skills management and further deep-thinking.

Work samples

Info : Variety Matrix explaining which players skills are asked in first quests.
Software : Excel
Format : PDF (en)
Info : High-concept explaining World Conquest Gameplay to the team
Software : Powerpoint, Photoshop
Format : PDF (french)
Info : Balancing sheet of citizen’s houses.
Software : Excel
Format : PDF (french)

Info : World Conquest – Steps of interface design

Concept Art : M.Sancho, S.Trousselier
Format : JPEG

Info : One Page Design pitch for art team describing a Monster.
Software : Powerpoint
Format : PDF
Info : One Page Design for prog team explaining the “Monsters Soul” game mechanism.
Software : yED; Powerpoint
Format : PDF
Info : Relationship table between each ressources.
Software : Excel
Format : PDF

Tara Duncan (2011)

Lead Game Designer | Novembre 2010 – Avril 2011 |  Feerik, France
Responsabilities : GDD, Game Balance, Weekly content, Team management, monetization, Level Design
Players count : 400K+
To see directly my work samples on Tara Duncan, click here
(currently in French only).


Tara Duncan is an adventure game for browser and facebook based on bestselling novels and cartoon of the same name. The game was developped since November 2010 and released in April 2011.


Tara Duncan is a teenager who discovers by chance that she possesses magical powers. After many explanations with her grandmother, she soon teams up with her friends Fabrice and Sparrow and becomes a Spellbinder in charge of stopping Darkness Master Magister from the Otherworld planet. While the books explore Tara’s adventures on Otherworld, the game focuses on a new team of Spellbinders called “Team Alpha”, asked to clean the Earth of “Semchanachs” (corrupted Spellbinders). As a member of this team, player will share their time between exploration, fight and chilling !

Key features :

  • Game based on Tara Duncan licence
  • Create the perfect spellbinder
  • Deep pets system
  • Construction system where the player develops his originally little chamber into an huge mansion.

Gameplay :

  • Adapting a famous licence :Tara Duncan is originally a bestselling novels before being adapted into a cartoon by Monscoop (broadcasted by  French TV channels M6,W9 and Disney Channel). When we started development, one of our directives was to create something able to please both books and cartoons fans, Thanks to our direct collaboration with the author, M6 Web and Moonscoop, we were able to achieve results at the crossroads of each medium while keeping our own identity.
      •  All the exploration part, including backgrounds, spells or bestiary, is mainly based on books.

      • The customization part (clothes, pets design, furniture) takes inspiration from the cartoon.

    •  Storyline is unique to the game while books characters are NPC guiding players through the quests.

It resulted in a great synergy between each medium, with some of our ideas directly used in the books and fans looking for details about Otherworld universe in the game.

  • Mix of gender : With different market target between the books and the cartoon (Young adults on one side, 12 years old girls on the other), one of our main directives was to create a game able to gather all kind of Tara Duncan’s fans.
    • Health and Energy bars are merged in order to avoid the frustration of game over, even though the game keeps some negative feedbacks (loss of energy when hit by an enemy, damage animations…)
    • Each NPC has his own kind of quests (one is devoted to fights, the other to pets quests…) with their own storyline, so the player can choose in which way he wants to play. Explorers will go through dungeons while socializers will upgrade their houses and visit each other’s house.
    • Different kinds of leaderboards and contests which emphasize every styles of play.
    • We put a big focus on personalization. Players can custom almost everything from their look to their houses.
  • Adventure : Even if the game was mainly designed for Tara Duncan’s fans, we did create a world full of secrets and challenges able to please seasoned gamers. We designed the game like a toybox where players always have something to discover adapted to their skills, such as :
    • Generated Content
    • Craft System
    • World map and warp zones
  • Building : Each player of the game has his own private space. Starting with a little chamber, they can upgrade it with gold, working permits, and help from their friends. Houses are acting like HUB for friends interactions (gift, visiting friend’s house), pets (a room is dedicated to pets which have to be fed, trained and entertained) and achievements.

Work samples

Info : Dungeon AbbayePitch doc describing “Abbaye” dungeon to the team.
Software : Word, Indesign, yED, Illustrator
Format : PDF (french)
Info : Dungeon Abbaye – Variety matrix showing players skills asked for the dungeon.
Software : Illustrator
Format : PNG (french)
Info : Dungeon Abbaye – Level structure of the dungeon serving as source for the art team. 
Software : Illustrator
Format : PDF (french)

Info : Donjon Abbaye – Sample Abbaye’s maps

Concept Art : M.Sancho, S.Trousselier, M.Chabbert
Format : JPEG 
Info : GD-lite explaining the “Generated Content” game mode to the team.
Software : Word, yED, inDesign
Format : PDF (french)
Info : Gameplay loop of Pets health
Software : yED
Format : PNG (french)

Eredan GT (2010)

Game Designer | July 2009- December 2009 |  Feerik, France
Responsabilities : GDD,  Defining project identity, Prototyping, Game balance, Playtest, Daily Content, Artists management, Monetization.
Players count : 450K+
To see directly my work samples on Eredan-GT, click here
(currently in French only).


Eredan-GT is the second project I worked on at Feerik. It’s an Asynchronous Browser-RPG based on Eredan licence and the game is available since December 2009.


Yses is a country being part of the “7 kingdoms”, specialized in weapons production and magic spells. For 20 years, Yses ruler King Gaumatta has been keeping an eye on the nation’s 5 main factions : Noz’Dingard, Kotoba, Zïls, Nomads and Mercenaries. The player incarnates a young warrior who had just graduated from Yses Elite School. But the very night of his graduation, King Gaumatta is assassinated by the killer nowhere to be found. After the king’s funerals, the thruce between factions is broken : it’s free for all ! The player has 2 goals in Eredan-GT : Investigate Gaumatta’s murder and more importantly, bring his faction to the crown by any means necessary !

Key features

  • Deep battle system
  • 5 factions and playing styles
  • Each players actions affect the global conflict.
  • Numerous game modes (PvP, PvE, Hunt, Colossus)


Asynchronous RPG : One of main challenges of Eredan’s development was to design every mechanics around asynchronicity (such as PvP, faction wars or battle system) while giving to the player a feeling of permanent activity of the community. So we made several design choices :

  1. Bring the player inside a global conflict, the Factions War : Most of player’s actions (jobs, fight, quest) award points to his faction. Each month a war is trigerred and the faction with most points wins a part of the country. Factions system gives permanent motivation to players and allows them to never feel alone.
  2. The game works for the player when he’s away : Every player is limited in his actions by energy points, but they’re still able progress by other means (training, autojob). The idea was to transform time into a ressource to manage and master.
  3. Reward coordination beetween players : Many games modes like Colossus (where players must fight giant monsters with millions of Health Points), Hunt (kill as many monsters as possible before the time limit) or auctions were designed to reward and embold teamplay.

Battle system : One of our challenges given during development was to create a battle system familiar enough for our target but with some new features and added depth. In order to achieve this, we designed a simulated turn-by-turn system with some innovating choices :

  • Skills bar :  Before fighting, the player can fill a fighting bar with skills he wishes to use. Skills can be physical, magical, healing, about buff or debuff and they are played during the fight depending on fighters orders and speed rate. Skills bar system allows players to create their own strategies (with more than 500 skills), highlighting anticipation and deep thinking instead of stats.
  • Many fighting styles : Our wish for Eredan was to create at least one style of play per faction. In order to achieve that goal, we made a victory condition (to get more points than the opponent at the time limit) not necessarily rewarding offense. We also made a Rock/Paper/Scissors relationship between factions, forcing them to analyse the opponent before a fight.
    • Kotoba are Physical Damage specialists who can hold two weapons at the same time.
    • Noz’Dingard are magic specialists, both in damage and defense.
    • Zïls are speedsters mastering crowd-control like no-one.
    • Mercenaries are defense beasts able to copycat opponents skills.
    • Nomads, able to heal while dealing damages.

Faction system : Eredan’s gameplay and story revolve around factions wars. Our intent was to gather players into a nation instead of a guild, sharing the same objectives, with few restrictions and many benefits.

  • Factions wars are scheduled every month with everchanging rules. The winning faction gets many rewards : weapons, new skills, exclusive content and skin-change on the world map,
  • Each faction has his own government elected by players. Governors are the link between common players and the dev team, able to defy other factions and report any feedbacks to us (game balance, new events, storyline…)
  • Each factions has his own set of champions, high-level players who are fighting for glory and territories during tournaments,

 The Faction System was a very satisfying experience where players felt to sens of belonging to something bigger than them, resulting in a very active community and high-retention rates.

Rythm :  With dozens of game modes, thousands of quests and objects being played by different types of users (paying, non-paying, high-level, low-level…), defining rhythm and walkthrough in Eredan was a very difficult task. So we choose to classify each game mechanics into 3 groups :

  • Short-term mechanics (fight, loot, inventory)
  • Mid-term mechanics (new level, quest completed, achievements)
  • Long-term mechanics (factions war, new area, game modes)

 And we made sure that players met at least one mid-term mechanics by playsession and one long-term by week. In order to unify player’s walkthrough, we also made incentives to different game mechanics with HUB-quest (introducing new game modes), Achievements (showing them what game’s depth) or Special Events.

Work samples

Info : GD-lite for the team describing “the Colossus” mode
Software : Word, Indesign, yED
Concept Art : Kahouet, Maw, Moonyeah
Format : PDF (french)
Info :  Rules of players government
Software : Word, Photoshop, Indesign
Format : PDF (french)

MMXII (2009)

Game Designer | July 2009 – December 2010 |  Feerik, France
Responsabilities : GDD, Rational Design, Defining world settings, Prototyping, Playtest, Scripting, Content creation, External artists management.
To see directly my work samples on MMXII, click here
(currently in French only)


MMXII was the first project I worked on at Feerik. MMXII was meant to be a browser based survival-horror but It was cancelled during the beta phase.


MMXII takes place in a post-apocalyptic world where almost all the human race got annihilated a century ago by an unknown disaster. Since then, atmosphere is covered by ashes and what remains of humanity lives in the shadow. Shattered by plague, clans wars and famine, they must face theue history’s biggest threat  : “Them”, unknown creatures with strength of a beast and human’s mind. “Them” are the next echelon in the food chain and it’s only a matter of years until they completely annihilate human race.

In MMXII, players incarnate humans granted with reincarnation’s gift. The more they survive in their city, the more they get Karma Points, required to travel along the world in order to reach humanity’s last hope : South Pole, the only place in Earth without ashes and without “Them”.

How do the player survive? By any means necessary! Friendship, Betrayal or teaming up with “Them”, only one thing is certain : death is inevitable.


  • Surviving as a city : The game takes place in randomly generated areas where humans are gathered into cities of 30 to 40 players (an area can have multiple cities). They must collect resources, like water or food, organize outside raids, and protect their city from “Them”’s assaults. Many jobs are available: Mayor (elected by players, decides supplies and city’s tactics), Messenger (can communicate with other cities), Sentinel (high perception of danger) and Engineer (specialized in weapons constructions). A strong city means more karma points and higher odds of surviving.
  • Surviving as a human : Each player has his own avatar who allows him to interact with the world. While being able to freely explore the area’s map, characters are restrained by health, hunger and paranoia systems. Every decision has his own importance, asking players to react dynamically to each new event.
  • « Them » : Players must fight against weather, famine and others players, but their biggest threat is “Them” : Roaming freely around the world, they’re constantly hunting humans brave enough to leave their city. Each of “Them” has his own patterns (acting alone, group hunting, lazy) and they’re more than savage animals : “Them”, instead of killing players, can blackmail with a challenge in exchange of their lives : find a special object, kill a certain player or betray his own city. Their intelligence is only matched by their cruelty; Unavoidable, ridiculously strong, killing one of them brings food, karma points, objects and glory to the city. But everything in MMXII has a price : the more you kill “Them”, the more they come the very next day.
  • Death and karma : Death is something permanent and unavoidable in MMXII. It can be “Them”, it can beplayer killing, malnutrition, poisoning, paranoia or just bad luck, but there is no way to escape it. But even if death strips the character from his stuff, job and position, we designed it as a rewarding mechanism. Depending of his adventure, player is awarded permanent skills, powerful stuff for the next party and karma points, allowing him to discover new areas and see the progression of his story. Karma Points don’t favor any player behavior : you can be a player killer or a traitor, and still be successful. In MMXII, the most important thing is to survive, at any cost.

Work samples

Info : GD-lite doc created for the team about the “Blackmail” game mechanism.
Software : Excel, Indesign, yED
Concept Art : Mathieu Rebuffat
Format : PDF
Info : Skills list of each player’s jobs created for the prog team.
Software : Excel
Format : PDF