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This social game is based on money gestion and reputation and, also, the discovery of a long story, unlike the most part of facebook social game, for instance.

 

The prime advantage of QBI is its advanced narration, through a metaplot that the player discover by progressing in a lot of missions.
The game design had been lead under the direction of Vincent Hauuy. I was first scenarist trainee on the main campaign of the game and I became Main Writer on the second season (the game was structured like a tv show). Unlike many social games which had always the same kind of gameplay, based on timers (for the retention) and freemium, QBI had been created with strong characters and an interesting story: the main concept was very inspired by tv show way of doing storytelling. I had been employed for missions conception and the game design features whom had to be developped to tell our story. We even tried to create the most interactive story for the support - facebook - with multiple choice dialogs and mutliple decision situations, with consequences over the conclusion of the mission. 

QBI INVESTIGATION

I had to design features, to complete the alpha version of the game:

  • Add several contracts and secondary objectives,

  • Add special furnitures and balance their effects in the game,​

  • Balance objects effects, correct text description,

  • Make tutorials,

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