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Music composition with Tilia Weevers

Tilia has an amazing musical sensibility and has a very good adaptation capacity. She composed and played the music for Neurodeck.

How would you describe your job in your own words?

I do lots of things actually! I give individual singing lessons, I use my voice for voice-over, logo jingles or other stuff, I compose music and write songs, I make photomontages of fantasy creatures that I stick on canvas, I sculpt masks… But the main thing that I do for a living is my singing lessons.

How was composing for Neurodeck different from what you used to work on?

It was so interesting to work with the staff and exchange ideas and impressions with them for the atmosphere that the music had to give. I work alone most of the time, composing my own songs or instrumentals. For Neurodeck, I worked with people and composed music for a game for the first time, an old dream came true.

How would you sum up your collaboration with Nicolas Gueguen, sound designer for Neurodeck?

The collaboration with Nicolas was very intuitive, he asked me to split some of the tracks so he could adapt the music in the game. For example, he needed a “stressful” track with sounds on top of the other instruments for the parts where it was needed. The communication was clear and easy, I liked that very much.

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Game Design with Félix Moll

Félix is a passionate Game Designer specialized in balancing and ergonomics. He has freshly taken up his position at Globlinz Studio. He used his technical knowledge in roguelikes and deckbuilders for the development of Neurodeck as a freelance Game Designer.

What are the most important qualities for a Game Designer according to you?

In my opinion, the ability to communicate efficiently with other team members is one of the most important qualities for a Game Designer.

Video game creation is all about teamwork , and communication is an aspect of the job that is extremely important in my opinion. Being curious and eager to learn are also important qualities because you will always learn new things while working on a game!

What did Neurodeck teach you about mental health?

Even if I was already a bit aware of these themes, I think working on Neurodeck helped me to understand how important mental health is these days, especially through feedback from players, playtesters and content creators.

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Phobia animation with Jeanne Prigent

Jeanne is a talented and dynamic freelance 2D animator who worked on Neurodeck’s phobia animation.

What is the part of your job that you like the most?

The part of my job I like the most might be making the rough animations. That’s the step of the workflow where you bring life to the character – for Neurodeck, they were phobias. That’s the moment when you have to think about the movements you’ll make, the personality of the subject and even what the player might feel while watching it. It’s the most interesting part of the process and I am thrilled everytime I start a new animation!

What have you learned from your experience on Neurodeck?

I graduated less than a year ago when I started animating for Neurodeck. I had already worked on games, but they were student games, game jam projects or serious games that weren’t supposed to reach as many players as Neurodeck. Thanks to this experience, I improved my animation skills since phobias’ actions were movements I had never animated before – it was very different from the usual walk cycle, for example. Thanks to the team who trusted me and my work, I gained a lot of self-confidence and I’m very grateful for this.

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Narrative Design with Léonard Bertos

Léonard Bertos is a skilled and innovative Narrative Designer at Globlinz Studio. He also took part in Neurodeck’s development.

What is the experience that definitely made you fall in love with your job?

I fell in love with the job before it was a job. This non-job was modding games. It started with Warcraft III, which was more like playing Playmobils at that age, then I discovered how powerful it could get with Starcraft and triggers and I made an infiltration game out of it. Years later, I released Castel Uvirith, a big – and strange – mod for Morrowind and les Chroniques Gargantuines, an Age-of-Empire campaign about Gargantua.

I wasn’t even sure that writing for video games was an actual job back then. In fact, the position is still very new. The title itself is sometimes used to say either “game designer working with the writer” or “actually a writer with game design skills.” I’m more like the second one.