TF2 Conversion is a turn-based strategy game for 2 Players. Each Player plays either the Red or Blue Team as they use their units to accomplish the Map's Objectives.
TF2: The Board Game was not one of my favorite projects, even though it came out to be pretty good. But it does represent an interesting challenge that I had to overcome,
namely, how to capture the "feel" of Team Fortress 2 and how to translate that into a board game for two players. Right off the bat, the most obvious thing is, that it is simply impossible to
completely capture TF2 and translate it to a board game. Once I realized that, I was free to make changes that would improve gameplay, even if it deviated from the source material.
In TF2, Players take control of one Unit. For a board game, that would be unlikely and not very strategic for a two player game. When you give Players different units to control and perfect
information (as in Players can see where every unit is at all times), it changes the flow of the game. TF2: BG became more like an RTS then a shooter, which is vastly different than the digital
title, so I had to find other ways to "capture" TF2, and this came by studying the source material and understanding what makes it unique to other First Person Shooters. The two biggest things that
were different that I decided to focus on was, the Characters, and the Maps/Objectives.
Being a class project, I was able to play a lot of different TF2 Conversions. Some were pretty good, and others honestly were not (nor were they really TF2). Some Designers never even bothered to
look at the source material. Their Characters/Units in the game hardly represented the colorful cast in TF2. For my project, I spent a lot of time tweaking the Movement Speed, Ammo Amount, Fire Rate,
Health and Special Abilities of each Character to get as close as possible to what it meant to be that Character in TF2. For example, the Heavy needs to be slow but powerful with plenty of Health. If
left alone, he will be destroyed, but with back up and support, he becomes terrifying on the battlefield. It was important for each Character in the game to maintain their purpose from TF2 so this
way Players who are familiar with TF2 tactics can translate them into the board game.
What also greatly helps with the transferring of tactics from digital to analog is the Map design and layout. No TF2 map is ever completely flat and always has a large range of high areas, that can
see over certain walls, and low areas that allow the Player to sneak past groups of enemies. While having this elevation changes adds complexity to the rules, it was necessary in order to keep the
dynamic nature and tactics of TF2.
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/#!