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WILLIAM BONY

GAME DESIGNER

Hi ! My name is William and I am currently studying Game design at ISART Digital in Paris. I hold a Bachelor's Degree in English litterature from my previous wish to become an English teacher and I now use this passion of mine to better my designs and speak to a broader audience

 

Below you can find my portfolio highlighting some of my game development work.

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EXPERIENCE

Time killer logo.png

Time Killer

"Time killer" is a fast fps where time is money but also your health. Survive as long as possible, enduring endless waves of ennemies while sacrificing wave time for various upgrades ! Be careful, as time is also your life, being too greedy might mean death.

Genre : First-Person Shooter, RogueLike

Engine : Unity 3D

Team size  : 3

Duration : January 2025 - March 2025

Platform : PC (Still in development)

Role(s) and responsabilities :

Game design :

  • Designed the time system and its interactions

  • Designed ennemies and their behaviour

  • Designed the upgrade system and the time betting aspect of the game

Art :

  • Implemented and modeled assets to dress the whitebox level

  • Modeled and animated ennemies and weapons

Scrum master :

  • Maintained the team's Trello board and created tasks breakdown

  • Hosted meetings every week to keep the team updated

QA :

  • Planned playtest sessions to iterate on game design 

  • Created surveys and feedback tools to get qualitative feedback data

Heaven Slasher

Heaven Slasher is a mix between a brawler and a speedrunning game where you will have to face various foes with a single input, the dash. Gather speed and earn combo points by dashing through ennemies but be careful, the timing is important and some might retaliate !

Genre : Brawler, Runner

Engine : Unity 3D

Team size  : 5

Duration : October 2024 - December 2024

Platform : PC (Yet to be on Itch.io)

Role(s) and responsabilities :

​​

Game design : 

  • Created the dash and combo system 

  • Designed the ennemies and their behaviour

 

Level design :

  • Created level design "gardens" to iterate on specific game mechanics

  • Designed the tutorial level

Scrum master :

  • Kept the Trello and the KanbanFlow up to date

  • Planned daily meetings

  • Managed the task list depending on team members personal issues

QA :

  • Organized specific level design playtests 

  • Gathered feedback on core gameplay loop and mechanics

  • Improved core movement mechanics based on user feedback

Arasinda is a 2.5D action platformer with an emphasis on switching between the background and the foreground to fight and progress through the levels. Climb the tower of Arasinda by using your teleportation skill to avoid the numerous traps and ennemy along the way to the top !

Genre : Action, Platformer

Engine : Unity 3D

Team size  : 8

Duration : March 2024 - May 2024

Platform : PC (Itch.io)

Role(s) and responsabilities :

​​

Game design : 

  • Concepted the teleportation core mechanic

  • Designed different ennemy types to change the player gameplay

Level design : 

  • Designed tutorial area

  • Created whitebox puzzles to iterate on the different character abilities

 

Art :

  • Drew the main character model in pixel art 

  • Created pixel art animations for all characters and items in the game (ennemies, main character, collectibles and checkpoints)

  • Modeled voxels and transition scenes to replace whitebox levels

  • Designed UI buttons

QA :

  • Organized many playtest sessions to gather feedback around gamefeel and level design 

  • Brought data to the programmers to iterate on clunky wall jump mechanic according to feedback

Lumberninjack

In Lumberninjack, help Jack to get back on his feet and leave the forest while following the way of the ninja. Jump, dash, climb ropes and dodge spikes in this one button 2D platformer.

Genre : Platformer, One button game

Engine : Unity 2D

Team size  : Solo project

Duration : January 2024 - March 2024

Platform : PC (Yet to be on Itch.io)

Role(s) and responsabilities :

​​

Game design :

  • Designed the core platformer gameplay mechanics and character abilites

  • Crafted the FTUE and tutorial

  • Designed intradiegetic main menu

Level design :

  • Designed and built several levels according to player progression

QA :

  • Planned playtests to gather feedback around game difficulty 

  • Adapted level design to match difficulty feedback

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Draculoot

Draculoot is a 1 to 6 player game in which you will have to grab as many stylish artifacts before the night ends. Fight and steal your way until dawn while exploring the numerous rooms of Dracula's moving castle !

Genre : Multiplayer, Versus

Team size  : 10

Duration : 3 Months

Awards : "ISART Jury Award 2024" including members of the "As D'or" awards in the Jury

Role(s) and responsabilities :

Game design :

  • Designed core gameplay loop and objectives 

  • Wrote concise and simple game rules 

  • Designed 24 uniques items and effects 

  • Designed 6 unique characters and abilities 

  • Iterated on numerous trap card ideas

  • Created a tile system with different areas and their effects

QA :​

  • Planned daily/weekly playtests sessions with a wide array of players in order to gather as much data as possible on system design

  • Iterated on game design according to player feedback

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Lucid

Lucid is a platformer in which you can use a star to double jump, rebound and grapple onto hooks to progress through a dense and colorful child dream

Genre : Platformer

Engine : Unity

Team size  : 7

Duration : 2 weeks

Platform : PC / Mobile

Role(s) and responsabilities :

Level Design :

  • Designed and whiteboxed environmental puzzles and hidden rewards 

  • Whiteboxed many situations based on the grapple mechanic 

  • Iterated and implemented levels in engine

Capture d'écran 2025-04-01 025717.png

Popularis rabies

Popularis Rabies is a strategy game where you build your empire and manage your politics in detail to grow your resources and live through different eras. Survive through numerous historical events and conquer the land of your opponents to win !

Genre :  4X, Strategy

Engine : Unity

Team size  : 13

Duration : 3 months

Platform : PC

Role(s) and responsabilities :

Game design :

  • Designed politics tree

  • Designed citizen management system

  • Created ressource types and ways to use them

  • Wrote recurring events and quests

  • Balanced regions and citizen traits
     

QA :

  • Playtested and gave feedback on different stages of prototype in order to solve programming issues

  • Used my 4X experience to give constructive feedback

  • Managed playtests to check if players understood the game mechanics well 

  • Iterated on the FTUE according to player feedback

Skills

Software and tools

About me

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Ever since I was a child, I have been plunged into the world of fantasy and videogames by my father. From world of warcraft to Tolkien, I was never lacking in ways escape from reality and delve into the mysterious worlds of authors around the world. The lack of french content at the time concerning the game I played led me to dive deep into learning english and I developed a real passion for English literature and History thus I decided on becoming an English teacher to share this passion to the people around me. 

From my years in University I learned that i loved to teach but not in the conventional sense of the term, I just loved to make people learn, feel emotions just as I did when I played Life is Strange (2015) for the first time and I wanted to convey this kind of emotions through my work. 

Since then I broadened my horizons, played all kinds of games to feel the passion and emotions the developpers wanted to convey through their games and I now try to make the same with mine, whether it be intense joy, laughter or this unshakable feeling of uneasiness.

Game Design
Level Design
Puzzle Design
Narrative Design
Gamification
Rational game design


Localization
English to French
French to English


Research
QA Testing
Usability Design and Testing
UI/UX Design

Production
Scrum Development
Agile method

Languages
Fluent in French and English
Can entertain a conversation in Spanish

Game Development Engines
Unity

Source Control
Fork
GitLab


Production
Jira
Trello
HacknPlan
KanbanFlow


Communication
Discord
Teams
Skype
Slack


Productivity 
Microsoft Office
Photoshop
Adobe premiere pro

Art
MagicaVoxel
Aseprite
Blender

At ISART, I'm now trying to better my design skills in order to craft experiences that resonate with players, whether it be through narrative or purely through game feel. I aim to create long lasting impressions in the mind of players and continue to improve every passing day to shape these unique experiences to the best of my ability.

Contact me

You can contact me via e-mail or LinkedIn

  • LinkedIn
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