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Enzo Menegazzi

Enzo Menegazzi

I am a game developer with a professional focus on game design.
For 8 years, I contributed to major AAA titles at Ubisoft Montreal and Ubisoft Bordeaux.
I now direct my vision and creativity through Eleven Dusks Studios, a journey dedicated to solo game development.
Music: Nelumbra OST - Threshold by Michael Boga

SPACENAP


Spacenap is a chill clicker-idle desktop companion game.
I developed the entire game on Unreal Engine and released it on Steam.

Hunt and collect rare stars through 8 different galaxies.
Create constellations and discover more than 46 real and unique constellations.

WORK DETAILS

DESIGN

  • Entire game design and development
  • Stars hunting and constellations creation mechanics
  • Clicker/idle progression pacing and rhythm tuning
  • Economy and data balancing across galaxies

TECH

  • 2D workflow setup and assets integration
  • Steam integration (achievements, cloud saves…)
  • Management and integration of localization
  • Optimization and debug pre-release

PRODUCTION

  • Post-launch management with content and bug fixes updates
  • Marketing content creation (TikTok, Instagram and YouTube)
  • Learning of Steam bundles feature

NELUMBRA


Nelumbra is a 2.5D roguelite time-survival game.
I developed the entire game on Unreal Engine and released it on Steam.

Play the Light Bearer, a savior trying to survive throughout timeloops.
Discover a fresh and dynamic dash as well as a unique mechanic with lights constantly fading around.

WORK DETAILS

DESIGN

  • Entire game design and development
  • Roguelite core loop and progression systems
  • Development of the dash mechanic and dynamic light-fading system
  • Creation of characters archetypes and enemies behaviors
  • Data balancing and progression fine-tuning

TECH

  • 2D workflow setup and assets integration
  • Steam integration (achievements, cloud saves…)
  • Management and integration of localization
  • Optimization and debug pre-release

PRODUCTION

  • Post-launch management with content and bug fixes updates
  • Marketing content creation (TikTok, Instagram and YouTube)
  • Learning of Steam entire ecosystem

MONASTR


Monastr is a free to play solo arcade mobile game.
I developed the entire game on Unreal Engine and released it on Android and iOS.

Control the Monk and his shield simultaneously to protect the Holy Flame.
Destroy waves of enemies and reach your highest score!

WORK DETAILS

DESIGN

  • Entire game design and development
  • Design of the one-touch shield/monk control schemes
  • Enemy waves design and scoring systems
  • UI/UX for mobile (menus, HUD, controls)
  • Data balancing and progression fine-tuning

TECH

  • Unreal Engine mobile implementation and performance optimization
  • 2D workflow setup and assets integration
  • Management and integration of localization
  • Mobile ecosystem and builds management

PRODUCTION

  • Production plans creation for sound designer, musician and artist
  • Post-launch management with content and bug fixes updates
  • Marketing content creation (TikTok, Instagram and YouTube)
  • Learning of mobile marketing ecosystem (ads, rewarded ads…)

HYPER SCAPE


Hyper Scape was a free to play fast-FPS battle royale game.
I worked on it at Ubisoft Montreal as a development tester during the whole production.
It has been released on PC, PlayStation and Xbox.

The main focus was dynamic and intensive shooting battles in the middle of Neo Arcadia.
Due to an overwhelmed market, we tried to innovate through different gameplay means, including the organic city's zones closure, allies' revival system or items quick looting.

WORK DETAILS

DESIGN

  • Game modes design proposals
  • Post-launch adjustments and balancing of the aim assist mechanic
  • Post-launch desing proposals for the core gameplay (health mechanics, weapons balancing, loot distribution…)
  • Design and Level Design proposals for the onboarding and the training grounds

TESTING

  • Setup of all testing processes
  • Responsible for 3C and core gameplay tests
  • Documentation and test plans creation
  • Synchronization with testing codev teams

RAINBOW SIX: SIEGE (OUTBREAK EVENT)


Rainbow Six Siege: Outbreak was a seasonal event, main feature of the Operation Chimera.
I worked on it at Ubisoft Montreal as a development tester.
It has been released on PC, PlayStation and Xbox.

Our goal was to design and develop cooperative missions, which later gave birth to Rainbow Six Extraction.
The event featured multiple maps with survival/zombie missions, 5 different AIs archetypes and other gameplay elements.

WORK DETAILS

TESTING

  • Responsible for AI tests
  • Behavioral and pathfinding testing for all 5 monsters archetypes
  • Autonomous testing for the animation team
  • Design proposals for our multiple test maps
  • Test plans creation

PROJECT Q


Project Q was a free to play multiplayer TPS battle arena game.
I worked on it at Ubisoft Bordeaux as a development tester and game designer during the whole production.
It is under NDA and has been cut.

The main focus was to have quick fun with deep mechanics that could be dug while encouraging replayability.

WORK DETAILS

DESIGN

  • Design of the bots and AI systems
  • Joint work with Data Scientists and La Forge for machine learning bots
  • Core gameplay design proposals (weapons and abilities)
  • Game modes design proposals

TESTING

  • Setup of all testing processes
  • Responsible for 3C and core gameplay tests
  • Design and development of the test map
  • Setup of automated mobile testing processes (C# and cmd)
  • Documentation and test plans creation
  • Synchronization with testing codev teams

BATTLECORE ARENA


BattleCore Arena was a free to play multiplayer competitive TPS game.
I worked on it at Ubisoft Bordeaux as a game designer during the whole production.
It has been released on Steam, Epic Games and Ubisoft Connect.

The game is based on physics-based movement and gameplay, aiming at quick and frenetic sessions for everyone.
Mixing Smash Bros. and shooters mechanics, players can eject their opponents by shooting, colliding, using abilities...

WORK DETAILS

DESIGN

  • Balancing of all equipments
  • Balancing and fine-tuning of key physic engine data
  • Game modes design
  • Players sanctions and reputation design
  • Joint work with Level Designer for test maps and training grounds
  • Documentation creation

TECH

  • Integration of the entire game localization
  • Synchronization with localization codev teams
  • Automation tools (launch scripts)

KINESIS


Kinesis is a student FPS puzzle game about reflexion and exploration.
It was developed during our last year at ICAN Design using Unity.

Player's journey starts on a strange living planet inspired by Moebius' universe.
Combining two mechanics (traveling inside flows and flows guidance with in-game ingredients), the goal is to explore the enviroment and understand its story.

Awards Medal
  • Grand Prize - Hits Playtime 2015
  • Nominated - Game Critics (Montpellier In Game 2015)
  • Showcased at - E3 2015 (BudGames), Geekopolis 2015 & Gaîté Lyrique
WORK DETAILS
  • Game Design
  • Level Design
  • Prototyping