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Image de Levi Loot
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Image de BoliviaInteligente

Get ready, it’s mission time!

The dazzling trio from Beverly Hills—Sam, Clover, and Alex— is back and they are ready to light up the vibrant streets of Singapore with their spy skills! From the bustling streets of Singapore to Ayia University, embark on an action-packed adventure as you explore all the futuristic spots of the town.

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But buckle up! As the Spies settle into their new lives, a mysterious menace has emerged to spread chaos and is extending its influence, weaving its presence through the city streets.

With WOOHP on high alert, it’s time for our favorite Spies to dive into action! Step into the shoes of the iconic team and be ready for thrilling missions with timeless fashionable gadgets! Take on new villains, go undercover and neutralize the imminent looming over the town.

Only you can save the world!

My role on this project

Mission Time: October 2023 to October 2024 (4 months of pre-prod + 8 months of prod)

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  • Manage Team

​Pre-production took some time to be approved, and I worked closely with a Game Designer to come up with a coherent game proposal. Once approved, we set about detailing the gameplay and drafting more in-depth documents. At the same time, we began gathering level ideas with the two level designers. Their main tasks were to create maps on paper and come up with interesting situations. They then were able to implement everything in Unity 3D and perform quality control with the help of QA testers.

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  • Ensure Gameplay Quality

I constantly ensured the quality of the gameplay by working closely with the programmers and directly adjusting the values in Unity. I also collaborated with the artists on the desired props and characters. For the polish phase, I ensured the consistency of the VFX by working closely with the studio's 2D artist. The QA testers were also a great help in reporting certain bugs to me so that I could decide on a suitable solution that would not alter the user experience.

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  • Write Design Documents

Naturally, I was in charge of writing the gameplay documents.  I wrote the Game Design Document, various Balancing tables, a Dialogues document, a Cinematics document, a Controls document and many other things.

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  • Script Cinematics

I imagined the game's cinematics and wrote their dialogue in collaboration with the studio's animators. 

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  • Redact the dialogues

I wrote most of the game's dialogues, as well as voicelines heard in the open world.

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Launch Trailer

General Infos

Genre

Third Person Stealth Game

Theme

Totally Spies Season 7

Players

1 to 3 (local)

Languages

EN, FR, GER, IT, SP, SC, TC, JP, RU, NL, PL

Platforms

PC, PS4, PS5, Xbox One, Xbox Series X|S and Nintendo Switch

Release Date

October 31st, 2024

Engine

Unity

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Retail

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Content

1-3 Players Coop

Many Collectibles

10 Missions

6 Gadgets

A Unique Story with Cinematics

A lot of upgrades

Image de Luke Chesser

Lead

Management 

For this game, I was in charge of managing two level designers who worked on the game's ten levels, a game designer who mainly worked on the GDD and other documents, and a QA tester who reported bugs. This gave me time to give instructions and make decisions about game & level design to ensure the quality of the levels and gameplay. I was also in charge of tweaking the difficulty and storyline. All design tasks were assigned and distributed via Monday software with the collaboration of producers.

Game Design

All game documents have been deliberately written in French to simplify communication with the client.

Conception & Documents

​Pre-production of the game was significantly delayed because the game was originally intended to be a third-person shooter action-adventure game, but the publisher preferred to change the concept to incorporate local cooperation into the game. We therefore restarted the concept with a 3/4 view, which resulted in the final game. The GDD was created in several stages. One of the most important part was defining the objects and elements of the level design with interactions so that we could begin to conceptualize the puzzles. The second crucial point was defining the gadgets, as they influence all other aspects of the game. The enemies and their behavior were detailed later and also required a lot of work.

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  • Google Slides Document

  • +140 slides

  • All the mechanics of the game

Level Design

The images below show only Level 1A. The same process was followed for the other levels of the game.

Season 7 References

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Game Concepts

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To ensure that the levels closely match the animated series, we used reference images from the rights holders and combined LD challenges on maps that have undergone several changes over time. Once the blocking was complete, we used detailed screenshots from a top-down view, to which we added annotations and ideas for improvements.

Level Map

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Narrative Design

Create a cool Story

Writing the script wasn't easy because the game had to be based solely on the new season 7, which was still in production at the time. We had to consult with the rights holders to define a linear storyline that was long enough to fit into a video game. We wanted to keep the locations and characters from the most iconic episodes in order to organize the levels so that there would be a wide variety of environments and characters.

Cinematic Document

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  • Google Docs Document

  • +40 pages

  • All dialogues with intonations

  • Notes and descriptions

  • Locations into levels

  • Trigger instructions

In-Game Dialogue Writing

​The dialogue document took the longest to write and required a lot of editing to maintain a compelling narrative throughout the game. Each dialogue is named with a code that allows us to immediately identify which phase of the game it is in. In addition, an image allows the programmer in charge of integration to know exactly where it is located in the Level Design.

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  • Google Docs Document

  • +260 pages

  • All in-game dialogues

  • Encoded name

  • Locations into levels 

  • Trigger instructions

In-Game Guidance Objectives

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  • Draw.io

  • +10 boards

  • All in-game Texts

  • Locations into levels 

  • Trigger instructions

Levels

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Mission 1

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Mission 2

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Mission 3

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Mission 4

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Mission 5

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Mission 6

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Mission 7

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Mission 8

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Mission 9

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Final Mission

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