I'm a Game and Level Designer looking for a job opportunity
During the second semester of my second year in Rubika, we were asked to make an action-adventure game, similar to the Zelda game series.
One of the goals of this project was to replicate what it would be like to work in a development studio, having to work with constraints, milestones and deadlines.
In this game, the player incarnates a young heroine, created by an all mighty narrator that has to follow her already written fate. During his adventures, the player will encounter a variety of monsters originating from various tales while navigating in a bright and colorfull world to save the prince who is detained within the castle.
This project took place during the 2020 pandemic, which caused us to have to work from home, without the ability to see each other.
This really helped me to better manage myself and to improve my communication skills with the other members of the group.
This project also taught me a lot about programmation and the importance of structuring my work.
This was our first Big project after entering Rubika, the teams were constitued with 3 Game Designers and 3 Game Artists. We had to create a game from scratch without having any prior experience and deliver a finished product ready to be published
This game takes place in an alternative universe where the vikings discovered a mysterious island where dinosaurs survived the extinction.
The players have to gather as many trophys as they can within a set amount of days without getting caught by the apex predator to prove their existence to their tribe.
This was my first real project, with real expectations. This really showed me how different it is to work in an industry or for an editor and how hard it really is.
It also taught me the basics on how to work in a team and how to always keep moving forward even after multiple failed prototypes.
Lifton & Kook was our first video game project after entering Rubika, it is also one of my very first project using Unity.We had to create an entire universe and gameplay mechanics from scratch and develop them in the game editor to have a fully functional Roguelite.We also chose to make it multiplayer.
In Lifton & Kook takes place on an inhabited planet where the players have to collect 3 artefacts to pay off their dept to the space mafia after spending too much money in the casino.
The players will face off against various monsters and will have find their way through the dense forests to reach this ultimate goal.
This project was the first video game I ever created, me and my team had to face various problems during our creative process which caused us to be late on the deadline.
This project taught me how important it is to have the right scope when creating a project, as it can end up creating serious issues later on. The idea of creating a semi open world and adding multiplayer was clearly too much but we failed to realise it and couldn't deliver a project that satisfied our expectations. This realisation really helped me later on.
Overstrike Arena was our first First Person Shooter, it was the first project in which I decided to experiment with Level Design.My main challenge was to create levels that were playable by both new and experienced players in a competitive setting while taking into account the moving terrain and destroyable blocks.
Overstrike Arena takes place in an alternate universe where the world's best fighters battle against each other in evolving arenas to try and claim the overdrive, a mystic artefact that has the power to modify space.
This project was my first time really investing myself into level design, it was a really refreshing experience for me and taught me a lot about the role of level designer, which is something I really wanted to experience at least once. The project ended up going smoothly and we didn't face many hardships during the production thanks to the versatility of our team. This helped me realise how important it is in a group to have clearly established roles and diversified skillsets.
All Is Gray is our 5th year project and our most ambitious one to date, it is also my first time tackling the stealth genre as a Level Designer.I had to learn from other games and through experimentation how to make engaging levels and how to provide challenging but readable challenges. It was also my first time working with level artists, which forced me to improve my communication skills and to come up with a clear level design pipeline.
All Is Gray is a succession of short war stories that depict the life of civilians caught in the crossfire. It aims to show the victim of war around the world.
This project was my first time really investing myself into Unreal Engine 5, it took some time getting used to,but it taught me a lot of technical skills as well as programming using blueprints. We went through some difficult phases, but by bettering our communication and refining our skills, we managed to solve the majority of our problems making this project a big learning experience for me.
During January of 2025, Mathieu and myself decided to work on some small projects during our free time, to develop our skills and to try using new tools or working on different game genres.
In this game, the player incarnates a little girl wreaking havoc in the subways, destroying furniture and assaulting passengers.
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This project was a really good opportunity for me to practice some level design while having more freedom and less pressure. Working on a side project taught me a lot about being consistent and managing the scope of a game for a small team.
My name is Lucas DEUTSCHMANN, I have been designing games since 2016. I have good knowledge in Unity and Unreal Engine 5 aswell as C# and HTML. My current goal is to work in the game industry as a Game Designer or Level Designer.
I am currently looking for a job in one of these two fields. I am willing to work in France, Belgium or abroad. Please find my Resume below.
MY RESUME