
Game:
Set in the World of Darkness universe, Vampire The Masquerade Chapters is a multiplayer paper role-playing game. Embody a vampire in thrilling but terrible adventures...
Period :
November 2024 to May 2025
Responsabilities: Internship Q.A, Game Balancing and Design
Company:


During this 4 months internship, my main task was to go through the game's 60 scenarios in detail, looking for bugs.
I'd already had my first contact with World of Darkness a few years ago, via the game Vampire The Masquerade Bloodlines. When I found out I would do this internship, I even replayed the game and read a lot about its universe to bring myself up to date. This served me well, because in addition to being able to report bugs, I was also able to spot narrative inconsistencies with the universe.
The QA tests were carried out on the miro software, where I had access to a digital version of each of the assets in the game box. During the internship, I played 2 of the game's characters throughout the campaign, noting every bug I spotted in detail on an excel file containing a bug report template.
Q.A

Game Balancing & Design
During playtesting of Chapters, we realized that some boss fights were far too difficult. So I was tasked with adapting the bosses' stats to provide balanced battles for the players. As I'm pretty good with numbers, I created an excel file to lay out all the bosses stats, skills and events to quickly determine what was making each battle too difficult. Once I'd done enough playtesting on my own, I reported back to chief and had him playtest the battle with the modified stats for confirmation.
Whether I was making suggestions to fix bugs or balancing, I had very little leeway to change the game's elements. This was due to the fact that the game had already been released and we were working on a patch to improve the player's experience. However, I also worked on an expansion to the game that hadn't been released at the time. The 3 end bosses of the expansion had not been finalized. Not only was I able to do some balancing with these bosses, but I was also able to rework each of these fights into a final version. After 3 months of QA, modifying stats and developing new boss skills was an exhilarating experience.

Concept
Impulse Shooter is a shooting game that isboth an FPS and a TPS. Each time the player fires, the perspective switches from the view of the shooter to the back of the projectile. The player then has the ability to give asecond projectile impulse in the direction of his choice.
The game level takes place ina wide hallway including targets, transparent walls and boosters, areprocedurally generated. The boosters are objects which, in contact with the player's projectile, allow him an additional impulse.
In Impulse Shooter, players must use precision and strategy to eliminate all targets with an allotted number of impulses.

