Released: Cancelled
Theme: Platformer – racing
Studio: SaltButter Games (5 collaborators)
Platforms: PC
Skill focus: Game design, Programming, 3D
Time spent on project: ~2 years
Engine and tools: Unity 2020-2022, C#, Blender
Coroutines | UI | Input | Shading | HLSL
Summary of contributions
Elemental Roll is a physics-based Metroidvania game where I contributed significantly to designing dynamic gameplay systems, momentum mechanics, and advanced camera solutions. My role focused on ensuring engaging gameplay while allowing creative exploration and player agency.
Creating the First Physics-Based Metroidvania
Verticality as Dynamic Progression
Elemental Roll uses verticality and momentum for player progression, allowing creative solutions rather than strict power-gating. The 3D world was structured with multiple vertical layers, encouraging strategic momentum-building through ramps, jumping, and diving. Structured “Corrupted Zones” initially guided exploration, later opening into expansive areas for varied and inventive puzzle-solving.

(Side view of the open world, showcasing its strong verticality)

(Highways and Ramps accessible once Corruption is cleansed)
Velocity Management and Level Design
Elemental Roll emphasizes high-speed gameplay, where momentum is central to the experience. Effective control of player velocity was essential for managing pacing and difficulty, so we carefully designed:
Highways and Roads: Paths explicitly created for seamless momentum accumulation.
Strategically Placed Obstacles: Designed to incrementally challenge precision, control, and maneuverability at higher speeds.
These elements progressively unlock, elevating gameplay complexity and expanding player opportunities as they advance through the game.
I closely collaborated with Nicolas Gomez (Level Designer) and Matthieu Chapeland (Level Design Internship) on creating this open world while taking into account all our parameters.
(Gameplay and Open World presentation)
Three Skills, Infinite Gameplay Possibilities
Evolving Simple Powers into Rich Mechanics
To deepen gameplay beyond basic movements, we refined three core abilities:
Drifting: Redirect horizontal speed and brake on the ground.
Jumping: Manage vertical momentum precisely for short or high jumps.
Gliding: Convert height into horizontal speed with precise air control.
This refined skill set enabled creative combinations and strategic gameplay, significantly enhancing player agency.
Balancing Precision and Velocity for Challenge
Achieving balance between speed and precision was essential, so we:
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Carefully adjusted timings and mechanics to challenge player skill progressively.
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Designed levels to demand higher precision at increased velocities.
Mastering these skills required precision, strategic timing, and reflexes.






Advanced High-Velocity Camera Systems
(Example of a level using all camera tricks and techniques described)

(Camera ignoring partial occlusion through raycast)
Balancing Precision and Velocity for Challenge
High-speed gameplay posed unique camera challenges. My solutions included:
Dynamic Framing: Adjusting camera dampening and distance based on velocity to maximize visibility and anticipation.
Controlled Cinematics: Specialized fixed or rail-mounted cameras for extreme level segments.
Predictive Camera System: Automatically anticipates player movements based on inputs and velocity.
Balancing Precision and Velocity for Challenge
Inspired by Journey’s camera approach, I implemented:
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Raycast-based partial and complete occlusion detection, smoothly adjusting camera positioning to prevent visual disruption.
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Transparent object recognition, allowing seamless navigation through visually complex environments without disorienting camera jitters.
These systems ensured consistent spatial awareness at extreme velocities.