top of page

Noah Jausovec

Game Designer/System Designer

About Me

I am Noah Jausovec: After two years of studies at ISART Digital Montreal, I am looking to become a junior Game Designer/System Designer. I consider myself a highly organized individual and a great team player, always striving to approach work with seriousness and dedication.

Here are all the skills I have been trained in

Game Design
System Design
Scripting
Level Design
UX Design
Economic Design
3C
Production

Here are all the software programs I can use

image_2025-06-01_225033004.png
image.png
image.png
image.png
image.png
image.png
image.png
image.png
image.png
  • téléchargé
  • itch-io-icon-2048x2048-i6hzclad
  • LinkedIn
67385e5e-e6f5-41b5-8ff8-458be055428b.jpeg

JUMPYRE

Game Design
Level Design
Scripting
System Design
UX Design

My Role :​​​

  •   Game Design and programming

  •   Did the entire System Design of the game : Enemies,       Procedural Generation, items, pickups.

  • Programmed everything related to the 3C and the gameplay, and implemented the UI into the engine

  •  Oversaw overall communication and game direction, ensuring group consensus.

  

 

Key Takeaway:

  •  An incredibly enriching experience.

  •  The project I’m most proud of so far.

Game Design :

 

The game is a hyper-casual mobile game where the player controls a vampire trying to escape an endless dungeon by dodging enemies.

I was responsible for the entire Game Design of the project, from the core gameplay to the enemies and power-ups. I also programmed all the gameplay systems, including quests, as well as the integration of 3D assets and VFX.

In parallel, I also handled some production tasks by managing the team, facilitating communication between artists and game designers, and overseeing the project scope.

  

CAST A LIGHT

Game Design
Level Design
Scripting
System Design
Puzzle Design

My Role :​​​

  • Game & Puzzle Design – Designed the core escape room experience, creating interconnected puzzles that seamlessly integrated with the environment to maintain immersion and challenge progression

  • System Design – Developed game mechanics and player interaction systems that supported intuitive gameplay while maintaining puzzle complexity

  • Implementation Support – Collaborated with programmers to implement game features, created UI animations, and assisted artists with 3D asset integration and optimization

  • Team Coordination – Facilitated communication between design, programming, and art teams to ensure unified vision and smooth development workflow

Cast A Light was developed during a 4-day themed Game Week organized by my school in collaboration with Inform. Working with a team of 9 people, we created an escape room game that explored the dangers of fake news and information overload, challenging players to navigate through misinformation to uncover the truth.
 

Working in a 3-person design team with Alex LJC LAPORTE and Alexander MORVAN, I contributed to controller design, puzzle creation, and narrative development. After establishing the core gameplay (3Cs) and story sequence, I collaborated with artists on environment design and integrated puzzles into the map.

 

Under Ruben DUCROCQ's programming leadership, I implemented Level Design Objects (LDOs) and created simple animations on Unity for interactive elements like doors and buttons.

  

BATTLE FOR ETERNITY

Game Design
Level Design
Scripting
System Design

My Role :​​​

  • Game Design – Designed the complete gameplay experience and core mechanics, from character controls (3Cs) to enemy behavior systems.

  • System Design – Developed the Heaven & Hell world-switching mechanic and all associated features that enabled seamless transitions between dual game states.

  • Scripting. – Implemented the majority of game systems in Unity through programming, while also integrating 3D assets and animations.

Battle for Eternity is a bullet hell game developed during a 3-day school Game Jam with the theme "Non-Stop." Working alongside Alex LJC LAPORTE on design and programming, with art by Félix ASSELIN and Guillaume MARINEAU, we created a unique gameplay loop where players fight enemies in Heaven, get a second chance in Hell upon death, and return to Heaven if they survive—creating an endless cycle that perfectly embodies the jam's theme. The game is available to play on itch.io.

  

ROOTS

Game Design
Level Design
System Design
3C

My Role :​​​

 

  •     Worked as Game Designer in a team of 4 (1 other Game Designer and 2 programmers).

  •   Co-designed the entire 3C mechanics and systems with my Game Design partner.

  •   Created a comprehensive Game Design Document (GDD) detailing all gameplay mechanics.

  •   Managed programmer follow-up and coordinated development progres

  •   Conducted extensive bug testing and quality assurance.

  •    Handled Zoo testing (playtesting sessions) to validate design decisions.

  •    Led the final polish phase, implementing sounds, VFX, and other finishing touches.

  •   Ensured seamless communication between design and programming teams.

 

Key Takeaway:

 

  •   An incredibly enriching experience in collaborative game design.

  •   Valuable experience in cross-disciplinary team management and design iteration.

In collaboration with Quentin TONNELIER, we brainstormed innovative 3C concepts and selected the most viable option based on originality, scope, and technical feasibility. We then created a Game Design Document with detailed diagrams to guide the programming team's implementation. Throughout development, we maintained documentation updates, conducted playtesting, bug hunting, and level design, culminating in final game polish. We managed the project using Notion for idea tracking and progress monitoring, alongside an Excel-based FSO.

  

DLC PROJECT : LETHAL COMPANY
 

Game Design
Level Design
System Design
3C

​​

In collaboration with Kensly THESEE at ISART Digital, I designed a comprehensive DLC concept for Lethal Company, creating a complete design documentation system using Notion as our primary GDD platform with supporting Figma diagrams and Excel data sheets.

 

Our design process began with thorough analysis of existing game elements through the official wiki, breaking down core mechanics and design patterns. We then developed 3 new enemies with complete behavioral state machines, approximately 10 items that respected the original game's design philosophy, dynamic weather events, and an entirely new game mode. Each element was meticulously documented with detailed specifications, interaction systems, and statistical data including spawn rates and mechanical values.

 

The new game mode required multiple iterations to achieve our goal of introducing victory conditions to an inherently infinite game system. We carefully balanced originality with familiarity, twisting existing mechanics to create a fresh experience while maintaining enough core elements to keep players oriented. This approach ensured the DLC would feel both innovative and authentically part of the Lethal Company universe.

GAME ECONOMY SIMULATION PROJECT : CHAOS COLONY

Game Design
Economic Design

​​

As part of an Economic Design project, together with Achille NOGRIX, we created a simulation of the economy of a fictional game designed specifically for this purpose.

Using Google Sheets, we built structured databases of resources, player profiles, and game systems, as well as a simulation page that models a play session over a set number of days, depending on the player type. This allowed us to test how different player behaviours (casual, hardcore, etc.) impact the economy and progression.

The project highlights our ability to:

  • Design and balance interconnected economic systems.

  • Build dynamic simulations with formulas and automated calculations.

  • Analyze KPIs such as resource scarcity, player wealth, and progression speed.

  • Iterate on balancing decisions to create meaningful gameplay loops.

This project demonstrates my skills in Game Economy Design, systemic thinking, and technical balancing tools—all crucial for building engaging and sustainable game experiences.

bottom of page