Baptiste PERRIN
Technical Game Designer

SCOPA
SCOPA is a Roguelike FPS made by Cove Studio in which the player travels through enemy-filled floors of a gigantic tower. His fortune-telling powers allow him to shoot cards with multiple effects and upgrade them to defeat the tower's master who resides at its summit.
[THE GAME IS IN DEVELOPMENT]
Duration
4 Months
Team
8 people
Year
2025-2026
Engine
Unity
Genre
Roguelike FPS
Role
Prototyper / Game Designer
The Mission
I began my work on SCOPA as a Tech Design Intern. My role was to make feedbacks for the game by making up particule systems, creating events, scripts and combining existing assets to the controller and enemies.
Prototyping
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Designed and iterated on core gameplay systems through rapid prototyping to validate mechanics, pacing, and player flow.
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Implemented and adjusted gameplay and items logic in C# to test interactions between movement, combat, and level structure.
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Analyzed playtest and QA feedback to refine mechanics and improve overall game readability, content and balance.
Content & Level Design
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Designed and built multiple parkour-focused rooms, emphasizing flow, readability, and skill-based traversal.
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Designed and programmed several unique items for different kind of player behaviour, creating a feel of power as you accumulate them
Items Spreadsheet
In-Game Items
UI & Game Feels
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Improved game feel by integrating feedback systems (camera shake, animations, easing, particle effects...) using DOTween, C# and Feel package.
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Enhanced UX by synchronizing gameplay data with UI elements to ensure clarity, responsiveness, and player feedback.
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Assisted in QA testing by reviewing gameplay footage to identify UX issues, feel inconsistencies, and usability problems.
Ring Activation Feedback
Shoot & Reload Feedback
Boss Design
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Introduction feedbacks
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Phase 1 (alterning between 4 patterns)
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Bridge Phase
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Phase 2 (4 same patterns in a harder way)
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Ending feedbacks

Boss Behaviour Tree
Feedbacks: Before & After
A before-after of the game including my feedbacks
Slide to see the difference!
(WIP)







Level Design
Here are a sample of some rooms I designed for the current prototype
Slide to see each room!
(WIP)

