Tag Archives: 2009

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