The Legend of Teddy is an epic RPG that uses a semi-turn-based battle system that incorporates Timing and Counter Mechanics to create deep and engaging Combat.
Aesthetic: Challenge,Discovery
Production Length: 5 Weeks
Completed: February 13, 2012
In-house Engine: Zero Engine
Scripting Language: Python
The original plan for this game was honestly almost completely different than it turned out, and this is one of those cases where it turned out better because of it. Originally the game was going
to have fully explorable worlds, but due to time constraints and technical issues I decided to remove the overworld and instead focused on the core engagement of my game, the Combat system.
The Combat System very clearly takes inspiration from from the Mario RPGs, but I've added some twists to the formula. For Mario and Luigi on the Gameboy Advanced, the challenge and timing came from
understanding who the enemy was going to attack. The game also chose which method to counter the enemy attack. The Legend of Teddy gives the Player four different Mechanics that all serve different
purposes in Combat. It is up to the Player to determine which counter or which attack will be best for the situation. The Player must discover how to attack and deal with the enemies in order to
defeat them.
Jonathan Gregoire - Game Design
JonathanAGregoire@gmail.com
August 2024
Ready At Dawn was closed.
October 2021
Helped ship Lone Echo 2.
July 2020
Started at Ready At Dawn as a Senior Level Designer on an unnanounced project.
July 2020
Started at Ready at Dawn as a Senior Level Designer on an unnanounced project.
March 2020
Last days at Naughty Dog working on The Last of Us Part II.
September 2019
Shipped the Last of Us Part II press demo level "Patrol".
May 2018
Started working at Naughty Dog as a Contract Single Player Level Layout Designer on The Last of Us Part II.
December 2017
I started doing contract work for a start-up company called MyPad3D that focuses on VR experiences for corporate products.
More interestingly, I have begun to prototype my own card game on the side and have been volunteering with Sunbreak Games on an unannounced product.
July 2017
With a heavy heart, E-Line Media has shut down the Seattle studio, laying off everyone including myself. I am currently looking for new opportunities.
November 2016
Began working at E-Line Media again as a Level Designer on an unannounced and untitled game.
October 2016
Updating my website to reflect the work I did on the Forest Song with Colabee Studios. Unfortunately due to funding issues, I am no longer with them, so I am currently looking for new opportunities.
December 2015
Lots of new stuff since I last updated. Added in a short comic I made called Old Debts. Also have put up information about my role(s) on Never Alone and Never Alone: FoxTales.
January 2015
Promoted to Lead Designer on Never Alone: FoxTales at E-Line Media.
Summer 2014
Graduated Digipen as a BAGD and with a Cum Laude. Started working at E-Line Media as a Level Designer.
March 2014
Uploaded a new Beta build of Chained. Also just put up the old builds of the game for anyone interested in our very quick process and progress.
January 2014
I recently wrote a paper that was published for the IGDA about the benefit of Paper Prototyping. You can read it at this following link: http://newsletter.igda.org/2013/11/30/student-beat-faceoff-the-influences-of-board-games-on-video-games/#!