Caroline Marchal

Caroline Marchal

Principal Designer at Sony London Studio

Supervisor Game Designer / 22 yrs

London, United Kingdom

Hire Me
- More than 14 years of experience in the game industry focused on Game Design and writing. Seasoned at merging gameplay and story to craft innovative, engaging and meaningful experiences.

- Worked on three AAA titles :

“Beyond : Two Souls” on PS3 - Released in October 2013
Staring Ellen Page and Willem Dafoe
Over 1 million copies sold to date

“Heavy Rain” on PS3 – Released in February 2010 / Move version released in July 2010
87 on metacritic.com - over 3 million copies sold
Game of the Year IGN
Game of the Year GameSpy
BAFTA award (British Academy of Film and Television Arts) : Best Story
DICE award (Academy of Interactive Arts and Sciences) : Best Story

“Indigo Prophecy / Fahrenheit” on PC / XBOX / PS2 – Released in September 2005
84 on metacritic.com
Best 2005 adventure game from IGN
Work History
  • Principal Designer

    Sony Computer Entertainment Europe

    May 2014 - Present
  • Lead Game Design on Beyond - Two Souls

    Quantic Dream

    August 2010 - March 2014

    - Worked closely with David Cage on story and wrote several scenes
    - Designed, prototyped with programmers and fine tuned game mechanics :
    . Improved Heavy Rain basics : smoother navigation, intuitive interaction system, new UI and more direct control
    . Fast paced action sequences : combat, stealth, cover to cover, horse riding, driving
    . The “Entity” controls: a first person flying ghost with powers
    . Duo mode (hot seat) and Touch mode (Beyond can be played with a touch device on PS3)
    - Managed Gameplay Department (team of 6) in charge of navigation, action sequences, level design and pacing
    - Strongly contributed to shape the experience: guidelines, GD/LD redrafts, reviews
    - Supervised User Tests : moderation, analysis and action plan
    - Attended Performance Capture shootings as gameplay advisor

  • Lead Gameplay on Heavy Rain / Heavy Rain Move

    Quantic Dream

    January 2007 - July 2010

    - In charge of game mechanics, pacing and difficulty
    - Created and managed the Gameplay Department (team of 3)
    - Managed gameplay programmers on prototyping and tuning
    - Ensured the game was compliant with GD intentions: reviews, redrafts and feedback to sets, game building and camera teams
    - Organized internal User Tests and worked closely with Sony User Researcher team
    - Fully in charge of the Move version : Game design, prototyping, tool design, User Testing
    - Designed gameplay integration tools and game building tools
    - Attended Body Mocap shootings as gameplay advisor

  • Game Designer on Heavy Rain

    Quantic Dream

    September 2005 - December 2006

    - Worked on Heavy Rain Game Design and story

  • Lead Game Builder

    Quantic Dream

    May 2005 - June 2006

    - Replaced the Lead Game Builder who was on maternity leave for a year.
    - Finished Fahrenheit production assuming this role and prepared Heavy Rain production :
    . prototyping
    . redesigning Game Building in-house tools
    . designing the "Derusher", a data break down tool from Game Design Document for graphics and sound departments.

  • Game Builder on Fahrenheit / Indigo Prophecy

    Quantic Dream

    April 2003 - April 2005

    - Sripted 40% of the levels.
    - In charge of the mental health system design and follow up

  • Game Designer

    Multisim interactive

    May 2001 - June 2002
Education
  • Mastere in Hypermedia - Multimedia

    Ecole nationale supérieure des Beaux-Arts

    2000 - 2001
  • DEA Art et Technologie de l'Image

    Université Vincennes-Saint-Denis (Paris VIII)

    1999 - 2000
  • Section Communication

    Institut d'Etudes politiques de Paris

    1996 - 1999