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Maël Bustin Andriaens

Game Design Narrative Design Game Writing

Game Projects

Furin

Le chant du vent
UE5 Project Solo Developer
Aperçu du jeu Furin

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

Fragment

3-Hour Exam Solo Project

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

1-Week Jam Team Project

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

Team of 6 Academic Project

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

Le Tombeau de Givre

Narrative Bible Lore & Worldbuilding Survival Fiction

"Three enemies are trapped in a frozen Japanese temple. To survive the deadly winter, they must first survive each other."

Worldbuilding & Lore

Establishing the deep cultural and mythological roots of an isolated sanctuary, utilizing traditional Japanese aesthetics and architecture to craft a chilling, claustrophobic atmosphere.

Character Dynamics

Designing intersecting character arcs and psychological tension. The narrative design focuses on betrayal, temporary alliances, and high-stakes survival mechanics in a confined space.


Game Design Analysis

Video Essays
Phasmophobia Thumbnail
Video Analysis

How Phasmophobia Reinvented the Horror Genre

An in-depth study of gameplay mechanics and the core deduction loop. This video explores how the game leverages loss of control and uncertainty to generate tension organically.