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Build, Manage & defend your dungeon in this satirical heroic fantasy universe of Dungeon of Naheulbeuk. From a shaky establishement to an infamous lair.

I worked on Naheulbeuk's Dungeon Master during my internship at Artefact Studio.


I designed multiple features, working closely with the original story, implementing characters and design elements.

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One of my tasks was to develop the Raid Map. Using references from Naheulbeuk's books, TTRPG, and Wiki, I had to choose multiple landmarks and assign them a faction, multiple enemy types, a difficulty level, and a time duration to travel to this location from the Naheulbeuk Dungeon.

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The main difficulty was to balance each faction without leaving the already established canon. I had to work closely with every resource available, always keeping the books and wiki close. 

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I also had to create differences between each faction behavior. Why would the heroes attack the dungeon is a easy question, as we're playing as a evil mastermind, but why would the elves, the dwarves, or even other evil Mastermind would attack us?

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My favorite behavior is the Barbarian's. Born to fight, they get motivated to attack us if... We don't raid them. To keep them happy, the player must regularly attack the barbarian, or they'll come to the dungeon to create the fight they're craving.

Between Content and System Design, I also had to create the multiple relics for the game.

I obviously worked with the books and Tabletop RPG, but I tried to innovate by looking at the Naheulbeuk's Pantheon, to create god-made artifacts, and their effects for the dungeon... And for the Tavern.

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Most of the relics are locked behind raids, and exposing the artifact will anger factions, by fear of the object, or by revenge from stealing it.

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A lot of relics were cut during development, but I keep in mind one of my original idea, the Mister Clean' Sponge, which kept one floor absolutely clean, but would scared to death the greenskin, as cleanness is not their cup of tea.

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© 2023 by Victor LABBE

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