Mason Crochetiere
Technical Designer



My team's submission to the 2025 Ubisoft Montreal Game Lab Competition is this destructive co-op puzzle platformer. Hit your friend with hammers, set off wild chain reactions, and leave no pottery unbroken!
Step through each gallery to learn problems I faced, my solutions, the reasoning behind them, and what I learned by the end of the project.

We needed to combine all of our pottery mechanics and set them up for convenient use during level design. Bisque Bash is a puzzle game, so constant iteration on our levels was necessary.

I made an inheritable blueprint that contains all of our gameplay functionality. I also set up a folder with each separate model for our level designers - it was intentionally easy to parse visually.

Highly technological solutions can be great, but they need to be tailored around the individuals who are using those solutions for maximum results. Human-centered design matters just as much for developers as it does for players.

We needed to combine all of our pottery mechanics and set them up for convenient use during level design. Bisque Bash is a puzzle game, so constant iteration on our levels was necessary.
Bisque Bash was developed using Unreal Engine 5.4. It is a fully networked 2-player game, and all of our assets & blueprints were made in-house by our 8 person team. We were nominated for Best Art Direction & Production.
My significant duties included developing networked prototypes, creating and refining our 3Cs (character, camera, control), implementing character assets (VFX, SFX, and animations), and supporting other asset implementation (dynamic music, level objects, and more).
Conclusion
Our team for Bisque Bash was mostly comprised of artists. Our goal was to make a fantastic looking game. However, that meant that our technical scope needed to be a lot lower - Only I and our dedicated programmer were capable of navigating the networking requirement for the competition.
As a result, my key role in this project was developing systems and mediating the conversation between our artists and the game itself. My pragmatic, interdisciplinary mindset was key to enabling our team's collaborative efforts and ensuring we got everything implemented!






