Bisbille

resume

Bisbille is a fast-paced 2D party game made with Unity, where players control colored circles and try to knock each other into holes. It's a battle of reflexes and strategy — the last one standing scores a point, and the player with the most points wins the match. Designed as a fun and competitive local multiplayer experience.

project developed in 2022

For more details


Bisbille is a 2D local multiplayer arena game developed in Unity during the second year of our Master’s program. Inspired by Stick Fight, players control colored circular avatars and engage in fast-paced battles where movement and dashing are essential to survival. The core mechanic centers around using a dash to knock opponents into deadly black holes scattered throughout the arena. Each round rewards the last surviving player with a point, and the match continues over multiple rounds until a winner emerges.

My Work

Level Design

As the Level Designer on Bisbille, I was responsible for designing and implementing all 15 playable arenas in the prototype. My goal was to ensure that each map introduced unique gameplay dynamics without altering the core arena dimensions. I focused on keeping the experience engaging by adding interactive and unpredictable elements that could shift the outcome of each round.

  • Designed and implemented 15 unique arena layouts using Unity.
  • Wrote the complete Level Design Document (LDD) outlining gameplay variety principles.
  • Integrated elements such as elevators, moving black holes, and static obstacles.
  • Balanced chaos and clarity to ensure smooth player experience.
  • Iterated on design based on playtesting feedback to improve gameplay flow.

VFX

As part of the visual feedback team, I was in charge of creating effects that enhance the player experience without disrupting readability. My main focus was to deliver impactful and responsive effects for the dash mechanic, while ensuring everything ran smoothly in a local multiplayer setup.

  • Created a custom trail VFX for the dash mechanic using Unity’s particle system.
  • Maintained stylistic consistency with the minimalist and energetic aesthetic of the game.
  • Optimized visual performance to avoid latency or clutter in multiplayer scenarios.

Art Direction Contribution

I also contributed to the game's art direction by participating in visual research and helping define the overall aesthetic. I collaborated with the team to ensure the environments and characters aligned with the tone and gameplay feel we aimed for.

  • Suggested stylistic and visual references to shape the game’s look and identity.
  • Helped create and refine textures used in levels and menus.
  • Contributed to consistency across arenas through visual guidelines and asset choices.