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.
EXPERIENCE

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 :
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Designed the time system and its interactions
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Designed ennemies and their behaviour
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Designed the upgrade system and the time betting aspect of the game
Art :
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Implemented and modeled assets to dress the whitebox level
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Modeled and animated ennemies and weapons
Scrum master :
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Maintained the team's Trello board and created tasks breakdown
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Hosted meetings every week to keep the team updated
QA :
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Planned playtest sessions to iterate on game design
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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 :
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Created the dash and combo system
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Designed the ennemies and their behaviour
Level design :
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Created level design "gardens" to iterate on specific game mechanics
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Designed the tutorial level
Scrum master :
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Kept the Trello and the KanbanFlow up to date
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Planned daily meetings
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Managed the task list depending on team members personal issues
QA :
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Organized specific level design playtests
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Gathered feedback on core gameplay loop and mechanics
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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 :
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Concepted the teleportation core mechanic
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Designed different ennemy types to change the player gameplay
Level design :
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Designed tutorial area
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Created whitebox puzzles to iterate on the different character abilities
Art :
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Drew the main character model in pixel art
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Created pixel art animations for all characters and items in the game (ennemies, main character, collectibles and checkpoints)
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Modeled voxels and transition scenes to replace whitebox levels
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Designed UI buttons
QA :
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Organized many playtest sessions to gather feedback around gamefeel and level design
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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 :
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Designed the core platformer gameplay mechanics and character abilites
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Crafted the FTUE and tutorial
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Designed intradiegetic main menu
Level design :
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Designed and built several levels according to player progression
QA :
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Planned playtests to gather feedback around game difficulty
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Adapted level design to match difficulty feedback

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 :
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Designed core gameplay loop and objectives
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Wrote concise and simple game rules
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Designed 24 uniques items and effects
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Designed 6 unique characters and abilities
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Iterated on numerous trap card ideas
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Created a tile system with different areas and their effects
QA :
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Planned daily/weekly playtests sessions with a wide array of players in order to gather as much data as possible on system design
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Iterated on game design according to player feedback

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 :
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Designed and whiteboxed environmental puzzles and hidden rewards
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Whiteboxed many situations based on the grapple mechanic
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Iterated and implemented levels in engine

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 :
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Designed politics tree
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Designed citizen management system
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Created ressource types and ways to use them
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Wrote recurring events and quests
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Balanced regions and citizen traits
QA :
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Playtested and gave feedback on different stages of prototype in order to solve programming issues
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Used my 4X experience to give constructive feedback
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Managed playtests to check if players understood the game mechanics well
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Iterated on the FTUE according to player feedback