

Hello !
My name is Robin Gallon.
I’m a game design student at ISART Digital Paris.
My main skills are about
What makes me passionate about game conception is the combination of talent and know-how that leads to an interactive experience.
Please use the right/left arrows or the icons at the bottom of the page to explore my projects.
Thank you for visiting !

Hello !
My name is Robin Gallon.
I’m a game design student at Isart Digital Paris.
My main skills are about
What makes me passionate about game conception is the combination of talent and know-how that lead to an interactive experience.
Please use the right/left arrows or the icons at the bottom of the page to explore my projects.
Thank you for visiting !

Hello ! My name is Robin Gallon.
I’m a game design student at Isart Digital Paris.
My main skills are about
What makes me passionate about game conception is the combination of talent and know-how that lead to an interactive experience.
Please use the right/left arrows or the icons at the bottom of the page to explore my projects.
Thank you for visiting !
« A rhythm-based brawler where timing directly impacts combat efficiency »

To find out more about the design process, implementation and playtesting:
Rôle:
Team:
Duration:
Engine:
Skills applied:
Gameplay & Systems designer
4 members
3 months
Unity
Core Design Insight
💡
Players learn the rhythm through the enemy behaviour and the repetition of battles
Design Challenge & Solution
🔒
Players struggled to anticipate the beat in combat
🔑
Enemy patterns and visual cues teach timing implicitly
Result
👍
Players improve timing naturally after a few attempts without explicit tutorial
What I Designed & Implemented
[✓] Player controller (movement, attack timing)
[✓] Rhythm-based combat system
[✓] Enemy behaviors synced with rhythm
[✓] Timing-based damage system
« A rhythm-based brawler where timing directly impacts combat efficiency »

Role:
Team:
Duration:
Engine:
Skills applied:
Gameplay & Systems designer
4 members
3 months
Unity
Role:
Team:
Duration:
Engine:
Skills applied:
Gameplay & Systems designer
4 members
3 months
Unity
Core Design Insight
💡
Players learn the rhythm through the enemy behaviour and the repetition of battles
Design Challenge & Solution
🔒
Players struggled to anticipate the beat in combat
🔑
Enemy patterns and visual cues teach timing implicitly

This pattern teaches anticipation by alternating safe and danger beats, forcing players to anticipate rhythm instead of reacting
Result
👍
Players improve timing naturally after a few attempts without explicit tutorial
What I Designed & Implemented
[✓] Player controller (movement, attack timing)
[✓] Rhythm-based combat system
[✓] Enemy behaviors synced with rhythm
[✓] Timing-based damage system
To find out more about the design process, implementation and playtesting:
« A serious game developed during a game jam in collaboration with the french Red Cross. »
🥇
This game won the first prize in its category at the 2025 « Hackathon Citoyen ISART Impact »

To find out more about the design process, implementation and playtesting:
Rôle:
Team:
Duration:
Engine:
Skills applied:
Narrative & Gameplay designer
5 members
3 days
Unity
Core Design Insight
💡
Using a realistic phone conversation to make the player feel immersed and make it intuitive
Design Challenge & Solution
🔒
Make the subject concrete by a simple gameplay and a fully interactive story
🔑
Create a game in the form of a text-based conversation to convey the message in a smooth and natural way
Result
👍
The players feel engaged and want to learn more about the story
What I Designed & Implemented
[✓] The story of the game and narrative paths
[✓] Player’s choices
To find out more about the design process,
implementation and playtesting:
« A serious game developed during a game jam in collaboration with the french Red Cross. »
🥇
This game won the first prize in its category at the 2025 « Hackathon Citoyen ISART Impact »

Role:
Team:
Duration:
Engine:
Skills applied:
Gameplay & Systems designer
4 members
3 months
Unity
Role:
Team:
Duration:
Skills applied:
Gameplay & Systems designer
4 members
3 months
Core Design Insight
💡
Using a realistic phone conversation to make the player feel immersed and make it intuitive
Design Challenge & Solution
🔒
Make the subject concrete by a simple gameplay and a fully interactive story
🔑
Create a game in the form of a text-based conversation to convey the message in a smooth and natural way
Result
👍
The players feel engaged and want to learn more about the story
What I Designed & Implemented
[✓] Story and narrative paths
[✓] Player’s choices
To find out more about the design process implementation and playtesting:
« A one button horror game based on SCP-087 »

Don’t forget to turn up the volume!
To find out more about the design process, implementation and playtesting:
Rôle:
Team:
Duration:
Engine:
Skills applied:
Gameplay / Systems / Music / Visuals Designer
1 member
3 months
Unity
Core Design Insight
💡
Use at my advantage the obligation of the project (one button game) to create an immersive experience with a minimalistic gameplay
Design Challenge & Solution
🔒
Create an immersive and scary experience
🔑
Use differents tools like modeling, sound design or cinemachine to create a stressful atmosphere
Result
👍
Player feels immersed despite the limited interactions
What I Designed & Implemented
[✓] Player controller & Cinemachine (movement/cams)
[✓] Dialogue interactions
[✓] Lighting & 3D Modeling / Texturing
[✓] Sound Design
To find out more about the design process,
implementation and playtesting:
« A one button horror game based on SCP-087 »

Don’t forget to turn up the volume!
Role:
Team:
Duration:
Engine:
Skills applied:
Gameplay / Systems / Music / Visuals Designer
1 member
3 months
Unity
Role:
Team:
Duration:
Skills applied:
Gameplay & Systems designer
4 members
3 months
Core Design Insight
💡
Use at my advantage the obligation of the project (one button game) to create an immersive experience with a minimalistic gameplay
Design Challenge & Solution
🔒
Create an immersive and scary experience
🔑
Use different tools like modeling, sound design or cinemachine to create a stressful atmosphere
Result
👍
Player feels immersed despite the limited number of interactions
What I Designed & Implemented
[✓] Player controller & Cinemachine (movement/cams)
[✓] Dialogue interactions
[✓] Lighting & 3D Modeling / Texturing
[✓] Sound Design
To find out more about the design process implementation and playtesting:
« A board game where light is your only ally… though you shouldn’t trust it too much »
Role:
Team:
Duration:
Skills applied:
Gameplay & Narrative designer
10 members
2 months
Role:
Team:
Duration:
Engine:
Skills applied:
Gameplay & Systems designer
4 members
3 months
Unity
Core Design Insight
💡
Players discover the game world and act through the events and objects made available to them
Design Challenge & Solution
🔒
Players with bad roles are often exposed early on and cannot accomplish their mission
🔑
Make sure that the events and other game parameters encourage individuality

This pattern teaches anticipation by alternating safe and danger beats, forcing players to anticipate rhythm instead of reacting
Result
👍
Players work together toward a common goal while having different roles and the opportunity to express themselves
What I Designed & Implemented
[✓] More than 50 evenments cards and 40 objects cards
[✓] Player’s actions
[✓] Player’s turn flow
[✓] Light system
To find out more about the design process, implementation and playtesting:
« A board game where light is your only ally… though you shouldn’t trust it too much »
To find out more about the design process, implementation and playtesting:
Rôle:
Team:
Duration:
Skills applied:
Gameplay & Narrative designer
10 members
2 months
Core Design Insight
💡
Players discover the game world and act through the events and objects made available to them
Design Challenge & Solution
🔒
Players with bad roles are often exposed early on and cannot accomplish their mission
🔑
Make sure that the events and other game parameters encourage individuality
Result
👍
Players work together toward a common goal while having different roles and the opportunity to express themselves
What I Designed & Implemented
[✓] More than 50 evenments cards and 40 objects cards
[✓] Player’s actions
[✓] Player’s turn flow
[✓] Light system
« An escape game where you play as a child in a closed-down school »
To find out more about the design process, implementation and playtesting:
Rôle:
Team:
Duration:
Skills applied:
Puzzle & Level designer
3 members
20 hours
Core Design Insight
💡
Players feels like they are uncovering the truth about their school and fighting against mysterious peoples
Design Challenge & Solution
🔒
Players struggle to immerse themselves and accept puzzles that feel like video game mechanics
🔑
Create a world seen through a child’s perspective, allowing for better immersion and acceptance of the game mechanics
Result
👍
Players are immersed in the story and fully enjoy the puzzles
What I Designed
[✓] Gating Tree
[✓] Puzzles and clear explanations
[✓] Level Design of the escape room
[✓] Environmental storytelling
(2026)
« A rhythm-based brawler where timing directly impacts combat efficiency »
Role:
Team:
Duration:
Skills applied:
Puzzle & Level designer
3 members
20 hours
Role:
Team:
Duration:
Engine:
Skills applied:
Gameplay & Systems designer
4 members
3 months
Unity
Core Design Insight
💡
Players feels like they are uncovering the truth about their school and fighting against mysterious peoples
Design Challenge & Solution
🔒
Players struggle to immerse themselves and accept puzzles that feel like video game mechanics
🔑
Create a world seen through a child’s perspective, to increase immersion and acceptance of the game’s mechanics

This pattern teaches anticipation by alternating safe and danger beats, forcing players to anticipate rhythm instead of reacting
Result
👍
Players are immersed in the story and fully enjoy the puzzles
What I Designed & Implemented
[✓] Gating Tree
[✓] Puzzles and clear explanations
[✓] Level Design of the escape room
[✓] Environmental storytelling
To find out more about the design process, implementation and playtesting:








