Game Design

C#, Unity & MonoGame

Missie Cordial

Missie Cordial is collaborative Game Project, that my group, called "Rosetta” developed for Campagnie Cordial, a Belgium organization located in Kortrijk, that helps adults with an immigration background with integration and to learn Dutch. This project was organized by DAE for the subject Client Projects.

In Missie Cordial the player walks around a recreation of Kortrijk, where they can talk to the NPCs & help them with daily issues. The goal of this project, was to develop a game, that enables people who learn dutch, to try out the language skills & emulate ordinary tasks in order to raise their language confidence.

During the development, I got the role of Lead Artist. Therefore, it was my responsibility to develop the art style, create a working pipeline & to guide and instruct the other artist, to create a coherent looking game.

the Rosetta team

  • Majid Yasari : Team Manager & GameDev

  • Sander De Preater : Lead Game Design

  • Aaron Tanghe : Lead Audio Design & Artist

  • Daniel Maciulevič : Lead Devloper

  • Leon Körsgen : Lead Artist

  • August Manhardt : Artist

  • Cem Yildiz : GameDev

  • Yaron Servaege : GameDev

Environment

During the four month development, I created all the building, constructions and terrain inside the game. I baked trimsheets and created modular building blocks for a fast and efficient workflow.

UI

I created custom nineslice-able UI elements for the menus, Dialogue windows as well as the Ingame UI, which resembles a Notebook. 

Testimonials

  • I had the pleasure of working with Leon on Missie Cordial, where he took on the role of Lead Artist. Throughout the project, Leon showed that he can handle a high workload while staying organized, focused, and reliable. He is a great artist with a strong eye for quality, and he consistently delivered work that helped shape the visual direction of the project. Leon is very self-sufficient and works well independently, but he also knows exactly when to ask the right questions to keep the project moving forward. What stood out most was how well he managed both his own responsibilities and the people working under him. He gave clear direction, supported the team where needed, and helped maintain a productive and friendly working environment.

  • I worked directly under Leon as an artist on Missie Cordial, a game built from scratch over the course of a whole semester. From before this project, I already knew that he knows his craft and works with the kind of focus that sets a standard for everyone around him. Beyond his own output, he kept our entire asset pipeline organised, from environment props to textures, which made collaboration between artists significantly smoother. He also regularly took on extra work himself to spare the rest of the team the burden, which is something you don't take for granted. When I was stuck and frustrated on a technical problem, he walked me through a solution step by step and cleared up everything I was struggling with in one sitting. That's the kind of lead artists you want.

Moles Holes

Moles Holes was a group project that I was part of during my second semester at DAE. In collaboration with Gijs Witdouck, Larz Van Heez & Alex De Meulemeester, we created a local four player party game in Unity. 

I integrated Unity’s Player Input System and the Player Input Manager, to enable multiple devices to control the different characters. Furthermore, I programmed the character movement, as well as the “mole holes”, that allow players to tunnel through out the map.

Frosty

I programed Frosty in Monogame for an assignment in my first semester at DAE. The goal of the exercise was to write a class oriented code structure and  create an individual class of each object type that inherits from a base class. Furthermore, I created my own unique sprites for the game.