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!​​​
These are problems I faced, my solutions, and the reasoning behind them.​​​
Problem: We needed to combine all of our pottery mechanics and set them up for convenient use during level design.
Solution: An inheritable blueprint that contains all of our gameplay functionality. I also set up a folder with each separate model for our level designers.
Reasoning: With this system, adding new objects to the level is just drag and drop - level designers didn’t need to look into the blueprint or extra settings.
What I learned: Highly Technological solutions can be great, but they need to be tailored around the individuals that are using them for maximum results.

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).



