Alexandre Berard
Game Designer

Context :
Kanpeki is a project that was at first a personnal project, and became a school project for 6 weeks.
The game is not released yet, but a demo is, and this game is still in developement.
This game is made in Unity.
Genre :
Horror, exploration.
Pitch :
After learning that she had come to school with smudged makeup, perfectionist and Gyaru fashion aficionado Hoshi Morimoto, has a mental breakdown.
Support :
PC, demo released on itch io
My work on Kanpeki
My role :
On Kanpeki, i am the game designer and level designer for most of the game. I mainly created and tweaked game mechanics, placed all the cameras and added in-game events.
Game Design :
I'm in charge of creating the main mechanics, make sure they are coherent with the narrative of the game, and create the documentation. Kanpeki is an horror game, focused on telling a story. With this in mind, the main focuses are on : finding mechanics coherent with the story, and the feeling we want to make the player experience, creating visuals that, if possible, always have an impact on the player, and make them a part of the story through the level design.
Here are below examples of some visuals in the game and some mechanics in action, as well as documentation examples :
I was also in charge of testing and balancing, and taking feedbacks from playtests to implement changes around these.
The breathing mechanic A mannequin, main ennemy of the second level
Level Design :
My work on the level design was mainly focus on placing the cameras and narrative events to balance the flow of the levels.
Kanpeki has cameras that work exactly like old resident evils or Silent hill games, frame by frame with static cameras. That's why they are a main part of the player's experience, as they are the main tool to either frighten the player or create an atmosphere.
We used Cinemachine and a set of homemade rules, as players encountered some unexpected problems with navigation and visibility.
Some Homemade rules about implementing cameras
Cameras in unity following the rules above Visual example in the second level
I am also in charge of the narrative level design : i work in tandem with our writer, and try to make sure the dialogues do not kill the rhythm of the game. I also design the levels to give enough space for the narration to be established and feel natural and organic, while keeping the flow as fluid as possible.
The main document showing the different A room showing the main character's personnality
narrative elements ingame
A narration document to help communication between our writed and the rest of the team
Additional work :
I was also working on some other aspects of the game :
- Working in tandem with sound designers
- Writing some dialogues
- Handling playtesting
- Creating documentation to find potential investors










