Maël Bustin Andriaens
Maël Bustin Andriaens
Game Projects
Game Projects
Furin
Le chant du vent
A wholesome and contemplative academic project. The core experience revolves around exploring a mysterious environment to place traditional wind chimes (Furin) on lanterns, gradually dispelling a dense fog to unearth an ancient dragon statue.
- Managed the entire creative pipeline, acting as Game Designer, Level Designer, and Programmer from concept to final integration.
- Engineered custom logic in Blueprint, bridging the gap between emotional design intent and robust visual scripting.
- Developed a Dynamic Fog Clearance System directly tied to player progression and item placement.
- Implemented an adaptive controller UI and handled the technical integration of all assets while ensuring performance optimization.
Furin
Le chant du vent
A wholesome and contemplative academic project. The core experience revolves around exploring a mysterious environment to place traditional wind chimes (Furin) on lanterns, gradually dispelling a dense fog to unearth an ancient dragon statue.
- Managed the entire creative pipeline, acting as Game Designer, Level Designer, and Programmer from concept to final integration.
- Engineered custom logic in Blueprint, bridging the gap between emotional design intent and robust visual scripting.
- Developed a Dynamic Fog Clearance System directly tied to player progression and item placement.
- Implemented an adaptive controller UI and handled the technical integration of all assets while ensuring performance optimization.
Game Jam
Game Jam
Fragment
Created during a strict three-hour exam based on the theme "Space changes as you move forward". A puzzle game where the player must dynamically alter the world itself to traverse it.
- Game & Level Design: Conceptualized and built the core spatial manipulation puzzles.
- Asset Integration: Managed the entire technical implementation within a critical time limit.
Fragment
Created during a strict three-hour exam based on the theme "Space changes as you move forward". A puzzle game where the player must dynamically alter the world itself to traverse it.
- Game & Level Design: Conceptualized and built the core spatial manipulation puzzles.
- Asset Integration: Managed the entire technical implementation within a critical time limit.
Not The End
Developed during a school Game Jam focusing on the theme "Surprise". An action experience where the player is ready for battle but completely lacks magic.
- Narrative Design: Shaped the unpredictable tone to match the core theme.
- Core Mechanics: Designed unexpected gameplay systems, including a random effect box to continuously surprise the player.
Not The End
Developed during a school Game Jam focusing on the theme "Surprise". An action experience where the player is ready for battle but completely lacks magic.
- Narrative Design: Shaped the unpredictable tone to match the core theme.
- Core Mechanics: Designed unexpected gameplay systems, including a random effect box to continuously surprise the player.
Overwritten
A first-person Noir detective game. The player uses a Walkman to seamlessly travel between 1955 and 1960, altering the environment to solve puzzles and gather critical clues.
- Game Design & Documentation: Led the design vision and authored comprehensive Game Design Documents and pitch deck slides for jury presentation.
- Production: Coordinated the workflow of a 6-person development team.
- Sound Design: Handled a portion of the audio pipeline to establish the 50s Noir atmosphere.
Overwritten
A first-person Noir detective game. The player uses a Walkman to seamlessly travel between 1955 and 1960, altering the environment to solve puzzles and gather critical clues.
- Game Design & Documentation: Led the design vision and authored comprehensive Game Design Documents and pitch deck slides for jury presentation.
- Production: Coordinated the workflow of a 6-person development team.
- Sound Design: Handled a portion of the audio pipeline to establish the 50s Noir atmosphere.
Narrative Design
Narrative Design
Le Tombeau de Givre
"Three enemies are trapped in a frozen Japanese temple. To survive the deadly winter, they must first survive each other."
Establishing the deep cultural and mythological roots of an isolated sanctuary, utilizing traditional Japanese aesthetics and architecture to craft a chilling, claustrophobic atmosphere.
Designing intersecting character arcs and psychological tension. The narrative design focuses on betrayal, temporary alliances, and high-stakes survival mechanics in a confined space.
Le Tombeau de Givre
"Three enemies are trapped in a frozen Japanese temple. To survive the deadly winter, they must first survive each other."
Establishing the deep cultural and mythological roots of an isolated sanctuary, utilizing traditional Japanese aesthetics and architecture to craft a chilling, claustrophobic atmosphere.
Designing intersecting character arcs and psychological tension. The narrative design focuses on betrayal, temporary alliances, and high-stakes survival mechanics in a confined space.