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WHO IS DOUZE DIXIÈMES ?

Douze Dixièmes specialises in high impact visual games for PC and all consoles through original renderings.

Over the past four years, the studio has worked on the game project Shady Part of Me, released on December 10, 2020 on Steam, Epic, Xbox, Playstation and Switch simultaneously. Published and co-produced by Focus Home Interactive, the game was very well received by critics in general (78 on metacritics) and was, among other things, selected in several Pegasus categories and at the IGF.  

Douze Dixième has just announced their second game, "MIO, Memories in Orbit," which I worked on.

MIO Memories in Orbit - Douze Dixièmes: Video
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What is the Project?

MIO: Memories in Orbit is a 2D adventure RPG set in the Vessel, a gigantic spaceship drifting in space for mysterious reasons.
Play the android MIO and explore this decaying and mesmerizing world, overgrown with machines gone rogue. Uncover its secrets, enhance MIO's abilities, and save the spaceship and its residents from oblivion!

MIO Memories in Orbit - Douze Dixièmes: Quote
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What was my job?

My job was mainly to be a Level Designer helping the Douze Dixièmes team by building areas and creating specific challenges based on the player's learning abilities. 
As time went on, I was also invited to do some game design and work on the creation of enemies and the combat system which have a real impact on the level design of the game.

What were my missions?

In Level Design, I had several missions: 

- First of all, I was assigned an area of the map where I worked on Unity to create prototypes and test the different elements of Level Design that were already integrated. I made a "skeleton" of the area to present at meetings.


- I also worked on the engine that Douze Dixièmes created. I had to learn to familiarise myself with it to create an entire zone to be done with a two week deadline. To do level design, you had to create it on Blender and then import it into the engine each time. 


- At the end of my internship, I had to create 5 very challenging zones for the player to test his mastery of the different skills he could collect during his game session.

In Game Design, I also had different missions: 

- Researching, creating and prototyping enemies to improve the combat experience within the game.


- Test and propose combat mechanics that would allow the game to be more rhythmic.

What software was used? 

An in-house engine, Unity, Blender, Git Bash, Trello, Illustrator.

Type of Game

Metroidvania

MIO Memories in Orbit - Douze Dixièmes: Bio
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