etienne jauvin

Senior Game Designer

Passionate Senior Gameplay Designer with a background in character animation. Vocal proponent of rapid prototyping and fast iteration with design management experience.


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Unless otherwise noted, all prototyping code & assets were produced by me.

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untitled third-person shooter

commercial release (canceled) - xbox series, ps5, PC

Unannounced multiplayer third-person shooter that features giant vehicles, a mix of PVP and PVE and the trappings of an extraction shooter


  • WIP

untitled First-person shooter

commercial release (canceled) - xbox series, ps5, PC

Unannounced New IP is a first-person shooter that focuses on throwing items, close-range combat and a diverse set of outworldly powers.


  • Established design-to-production process from an initial directorial ideation to in-game implementation.

  • Re-aligned core combat pillars and streamlined existing features to improve playability.

  • Produced functional prototype and pre-viz gameplay rendering to accelerate feature implementation.

  • Acted as liaison between the design, production and leadership team to ensure accurate communication, realistic breakdown estimates and clear execution.

  • Initiated and implemented formal blueprint review process and blueprint best practices for all blueprint authors.

  • Served as technical animators; handling rig, ragdoll, state machine adjustments along with technical integration.

  • Formalized, collected and summarized feedback across the whole team along with future improvements.

 space invaders: Hidden Heroes

commercial release (limited soft launch) - IOS & Android

Hidden Heroes is an AR game where players can find powerful entities, called Sparks, by scanning their surroundings with their phone. Players could then send their Sparks in a semi-auto battler mode to deliver the plant from an invasion of killer robots.


  • Managed a team of 5 designers to design all core and metagame loops.

  • Assigned feature ownership, task priorities and sprint duties.

  • Formalized all design and feature approval processes.

  • Handled communications between directors and design team; balancing directorial requirements and designer ownership.

  • Supervised all feature developement, arranged featured reviews and assigned follow-up tasks.

  • Collaborated with multiple teams to animated previz visual during pre-production to accelerate production.

  • Created the principal character rig & character integration pipeline.

Space Invaders AR

Commercial release (cancelled) - IOS & ANDROID

Galaxy Intruders was an online pvp auto-battler where players would build out a formation of intruders and pit them against other player built formations. The intruders would shoot each other until only one formation was left alive or time ran out.


  • Developped several gameplay systems; ranging from formation movement, projectile management, status effects, animation systems, and more.

  • Rigged all intruder characters, in both their 2D and 3D forms, along with the Commander character.

  • Animated all intruder characters, in both in their 2D and 3D forms, along with the Commander character.

Deus Ex GO

commercial Release - IOS, android, PC & Windows Phone

Deus Ex GO is a mobile turn-based puzzle game in the Deus Ex universe. The player controls Adam Jensen as a puzzle piece through a board game while avoiding obstacles and manipulating the environment. In-keeping with the main series, Jensen can hack environmental features such as turrets and platforms to bypass and eliminate enemies.


  • Designed all core gameplay mechanics.

  • Coordinated across multiple disciplines to implement mechanics along with their assets.

  • Crafted the level editor experience.

  • Produced around a third of the levels.

  • Planned, choregraphed and animated all in-game cinematics.

    • Note: all gameplay animation were made by our dedicated animator, I only animated the few cutscenes.

LARA CROFT GO

commercial Release - IOS, Android, PC PS4, PS Vita, PC, Mac os, Linux

Lara Croft GO is a mobile turn-based puzzle game in the Tomb Raider universe. The player controls Lara Croft as a puzzle piece through a board game while avoiding obstacles and manipulating the environment. Similar to other Tomb Raider games, Lara can climb, jump and interact with traps to defeat tomb guardians standing in her way.


  • Designed and prototyped all core gameplay mechanics, boss fight mechanics and new camera system.

  • Supervised all playtests, feedback and actionable items.

  • Produced around half the levels.

  • Planned, choregraphed and animated all in-game cinematics.

    • Note: all gameplay animation were made by our dedicated animator, I only animated the cutscenes (both Lara and the animated environment).

SHARD OF LIFE DLC

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commercial Release - IOS, Android, PC PS4, PS Vita, PC, Mac os & Linux

Lara Croft GO & The Shard of Life was a free expansion that was released in November 2015 and featured 26 new levels, a new spin on classic enemies, new cutscenes and 2 new environments.


  • Designed, produced and integrated new gameplay mechanics.

  • Produced around half the levels.

  • Planned, choregraphed and animated all in-game cinematics.

    • Note: all gameplay animation were made by our dedicated animator, I only animated the cutscenes (both Lara and the animated environment).

HITMAN GO

commercial Release - IOS, Android, Windows phone, PS4, PS Vita, PC & linux

Hitman GO is a mobile premium puzzle game featuring the Hitman franchise as luxurious board game. The player controls a figurine of Agent 47 and must reach the exit of each stage to assassinate his targets.


  • Designed promotional puzzles directly inspired from the console Hitman games.

  • Light modeling and animation work to help speed up production.

CASTLE OF SECRETS

Prototype

Castle of Secrets was a prototype for a mobile free-to-play dungeon crawler that invoked hardcore games like Dark Souls and Darkest Dungeons. It was designed to test how well isometric character-action games could be played on mobile using contextual one-finger actions.

TACTICAL SURF

Prototype

Tactical Surf was a prototype for a mobile turn-basec tactical game in which players controlled powerful surfers to defeat gigantic oceanic monstrosities.

Players could accumulate momentum either by moving or riding waves. Once stored, players could use this momentum to fuel powerful abilities to take down monsters. Additionally, some powerful attacks, both from the players or the monsters, could generate waves which help players or throw a wrench in their plans.

PEW PEW TRAINS

Prototype

PEW PEW Trains! was a prototype for a mobile competitive PVP game where players would score points by destroying their opponents train while defending their own as much as possible.


  • Player could customize their wagons from 3 different sizes, each with their unique weapon and characteristics; the trailers had to be 30 seconds or less so the customization part isn’t shown here.

  • Each wagons demanded more of the player’s attention then others but were, in exchange much stronger. For example, the cannon wagon could be aimed manually but would deviate by a few degrees every time it was hit.

  • Each wagon used a form of input with a real-life analog like switches, toggles, cranking slides, manual transmissions and more.

ARMY OF TWO: DEVIL’S CARTELS

commercial Release - xbox 360 & ps3

Army of Two: The Devil’s Cartel is a third-person shooter video game and is the third game in the Army of Two series, following Army of Two and Army of Two: The 40th Day. The game takes place in Mexico and pits T.W.O. against a drug cartel known as La Guadaña (Spanish for “the Scythe”). It was released on Xbox 360 and PS3 in March 2013.


  • Designed and managed several core mechanics such as shooting, melee, grenades and inventory management including technical animation designs.

  • Handled communication across multiple discipline to manage feature implementations.

  • Managed all weapon rigging, weapon specific animation creation.

  • Designed, managed and balanced the Weapon customization feature.

  • Handled knowledge transfer and supervised asset quality from all outsourcers (EA Shanghai, Mindwalk and Virtuos) for Weapon customization.

  • Performed quality control and integrated weapon customization assets in the Frostbite engine.

Hitman Sniper 2

commercial release (Soft launch) - IOS & Android

Hitman Sniper 2 is a score-based sniping game where players must kill targets in a creative fashion to stack score modifiers. Additionally, players must remain stealthy and avoid colleteral damage whilst operating under a strict time limit.


  • Designed and prototyped new interaction UI elements to improvement gameplay clarity.

  • Produced new player abilities for both PvE and PvP modes.

NANO PROTOTYPE

prototypes

Project Nano was a 3 prototypes for a first-person action shooter that primary took place on the nanoscale. The player would control nanobots to traverse alien-looking worlds and defeat other nano-sized threats.

DWELLERS

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prototype

Dwellers was a prototype for a turn-based, deck building, civ-like game where players must assign peasants to different tiles to collect ressources, construct buildings and figh skeletons.

Note: I primarely worked on design, coding, integration and animations. The art was produced by an artist.

ARMY OF TWO: 40TH DAY

prototype

The Army of Two Weapon Customization prototype was created to showcase a different philosophy for weapon parts. In the first Army of Two, each weapon had their own unique parts created for them which resulted in very few parts for each gun. The prototype show-cased that if weapon parts were created with proper care, any part could be used on any gun.

The prototype went the extra step to stretch gun models slightly to accomodate for larger pieces when needed but this idea was never used in-game.

HANSEL AND GRETEL

prototype

Hansel & Gretel is a prototype for coop mechanics for a, now-canceled, third-person character action game.

The objective of this prototype was to test the magic system in Hansel & Gretel. Each player had access to 2 magical elements that had to be usable alone but amplified if both players coordinated their efforts.

MORE RELEASES

ARMY OF TWO

Army of Two is a third-person shooter specially designed to be played cooperatively, either online or in splitscreen.


  • Created multiple character animations (cover, vehicle, ladders, man-down) for Army of TWO.

YU YU HAKUSHO

Yu Yu Hakusho: Dark Tournament is a fighting game featuring characters from the Yu Yu Hakusho franchise.


  • Created fighting animations for several characters.

BOOGIE

Boogie is a karaoke-like game where players could either sing and dance along to music using their wiimotes and microphone, which came included with the game.


  • Animated dance moves for multiple characters.

  • Created the rigs for all the characters.

MORE PROTOTYPES

ARMY OF TWO – FACEBOOK

Army of Two – Facebook prototype was an attempt to explore the viability of the facebook gaming platform. At the time, Facebook was exploding and most big publishers looked into new opportunities.

PLATFORM DRAWER

Platform Drawer was a small prototype to explore game coop ideas for the Nintendo Wii. The idea was one player would player a normal platformer while the second player (or more) would assist the first player by drawing on-screen using the wiimote.


NEED FOR SPEED WIIWARE

Need for Speed Wiiware was a prototype for a Need for Speed game on the wiiware platform (the ancestor of the Nintendo e-shop). It was a cross between a puzzle and racing game; players would race across an course and could modify their cars at any time to overcome different obstacles. Player could also create their own tracks and share them online.

  • Note: I primarely worked on the race track editor.