Alex Vaucrosson
Game Writer
Avatar Generations for Navigator Games Ltd as Game Writer
Avatar Generation is a mobile turn-based strategy game based in the universe of the iconic Avatar: The Last Airbender franchise.
My role as Game Writer involved:
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Concepting new and interesting characters who organically fit the IP’s setting
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Maintaining narrative documentation for tracking overarching storylines and character arcs
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Collaborated with design team over Slack and Google for each story scenario to ensure clarity and consistency
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Successfully introduced a diverse array of characters into cannon and celebrated by fan community
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Contributed to positive work culture and professional relationships throughout company
Dogma: Child of the Fallen for Candy Cube (Capstone Project)
Dogma: Child of the Fallen is a Metroidvania style game; a 2D scrolling platformer with elements of story, combat, and exploration. This game was a capstone project where my peers and I designed, developed, and polished it over the course of an 8 month period.
My primary role as a Game Designer involved:
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Iterative playtesting, including paper prototyping and revising scope
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Populated and designed the levels/areas
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Implemented key systems when programing team required support
The Scare Factory for SupAR Games internship as Game Designer
The Scare Factory is a tabletop strategy game where players take on the role of unique monsters defend their underworld scare factory from pesky humans. Over the course of 4 months I researched the preexisting project then I adapted and designed it into a tabletop game.
Throughout the project my primary role involved:
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Adapting a mobile game concept into a tabletop game
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Creating and maintaining game design documents
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Expertise on all versions of the game and its mechanics
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Designed early iterations of instructions for playtesting
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Developed feedback loops and game economy
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Facilitating and recording playtests
The Knight Arcanist for personal project updated and maintained from 2017 - 2020
The Knight Arcanist is a character class created for Dungeons & Dragons 5th Edition.
This class was designed to feel like it belonged in the D&D 5e system alongside the official playable classes, both mechanically and thematically. This highly detailed 17 page document was written with a consistent vocabulary, font, and font sizing as Wizards of the Coast to be as legible as the official source material.
This current edition of the class is the result of an ongoing iterative process that involves playtesting, and incorporating feedback.
Explore, trade and work together to beat the game
Describe your image
Chaos Surge is a demake board game of Legend of Zelda: Breath of the Wild. The demake was designed with exploration and cooperation as the core gameplay experience. To win the game the players have to defeat Ganos before the sixth Chaos Surge is drawn.
I designed the core gameplay systems which focused on:
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Agency
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Discovery
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Coordination
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Risk and Reward
Chaos Surge for Sheridan College's 2019 Design Week
ApoCATlypse is an alternative control game that is played by shooting foam balls with a pump gun at cat zombie targets, there are three targets in total (one for each lane). The game's physical assets are connected to a Makey Makey kit to register player input.
Throughout the project my primary role involved:
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Pipeline planning
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Time efficient meetings
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Setting realistic goals
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Delegating tasks
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Play testing and polish
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Facilitating communication
ApoCATlypse for Sheridan College's 2018 Design Week
Moral Currency is a dark interactive narrative game that put the player into a moral quandary with no easy answers.
The player takes on the role of David Rothchild a doctor living a great life while trying to do whatever he can to better the world and make up for a dark past. But what is he willing to sacrifice for his ideals...
The entire story has a total word count of 3,000 and four alternative endings.