Bluescan | 2021 (5 months)
Game Designer | UI/UX
Website
Theme
Tactical | Anti submarine Warfare | Mobile
Pitch
Bluescan is a tactical mobile game where the player control a frigate and a maritime patrol aircraft in order to prevent a submarine from accomplishing its mission.


01.
Context
During my third year at Rubika Supinfogame, I worked on a project in collaboration with Thales, a french company that designs and builds electrical systems in the fields of aerospace, defense, transportation and security. The objective of this project was to explain anti-submarine warfare to uninitiated people.The game would also be available in trade fairs to present Thales products. It had to be an attractive and funny game, so that customers would be interested in Thales products.
It was the first project I’ve worked on where there were really restrictive specifications. It was a challenge for me, but I found that it was quite helpful because it permitted us to have a clear vision of the project and to create a strong and coherent system.
The team was composed of 5 game designers, 5 programmers, 2 producers and 6 game artists.
02.
My Work
During this project, my main task was to work on various game mechanics.
First, I worked on the 3C's by designing a system that creates a synergy between the actors of anti-submarine warfare: a frigate, a maritime patrol aircraft and a helicopter. All these actors were controlled by the player and had different characteristics. We had to create a simple system so that the player doesn’t get lost by having to control too many different actors.
My second task was to create the environment system, because in anti-submarine warfare the sea is very important and changes the way all the equipments are going to be used. So we tried to reproduce that in our game in a simpler way.
Since we were a huge team, I didn’t develop anything but we had to communicate clearly our design intentions to the programmers. We decided to make our documentation on a google site, so that it could be easy to navigate through it. I’ve helped to set up the website and wrote different parts of the documentation in it.

My last task was to design the tutorial. I chose to take an approach where a lot of things were explained in the tutorial since the main public of the game were people who weren't playing a lot. But I still tried to keep it as interactive as possible.
To have a better vision of this tutorial, I’ve prototyped it on Adobe XD so that it could be tested without being developed by the programmers.
I’ve printed it and organized a few playtests with this paper prototype. It helped me to make significant changes on it.
It permitted us to save time during the production phase because the prototype was at an advanced state before we integrated it into the game.
03.
Conclusion
This project taught me a lot of things. I learned how to design with restrictive specifications, how to work with a huge team and write efficient documentation for them. And finally, to take initiative by using new tools.
Other members of the team :
Simon Picardat | Producer
Théodore Labyt | Producer
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Paul Paret | Game Designer
Thibaut Le Doare | Game Designer
Luc Vidal | Game Designer
Côme Richetta | Game Designer
Thomas Depraz - Depland | Programmer
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Rémi Secher | Programmer
Arthur Deleye | Programmer
Antoine Leroux | Programmer
Antoine Grugeon | Programmer
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Samuel LAURO | art director
Aliénor TIGNON | lead tech art
Solène KRAWCZYK | tech artist
Chloé PLUMEY | 2D/3D artist
Lisa FOLLET | UI artist
Paul CONTI | Vehicle artist