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Video games

Outcast 2

Professionnal experiences

Appeal studios - Combat game design

Outcast 2

2 years

​Constraints :

  • Team integration during a game's production in full remote

  • Adaptation to Appeal's working methods

  • Responsability of all combats management of the game

My tasks - Game Designer :

    - Documentation & Design :

  • Secondary Boss design and enemies variations

  • Balancing of Player Kit - Theory Craft

  • Researchs and experiments on UX and UI

    - Combat :

  • Management of number and type of enemies in PoI

  • Management of AI's orders

  • Balancing of 4 difficulty modes

    - Communication :

  • Tasks validation and  feedback

  • Returns on tasks' costs and adaptation

  • Informations transmission for integration

    -  Tests de l'existant :

  • Experiments and integration in the Open-World

  • Balancing of difficulty curves and economy of combat-linked currencies

Dune Spice Wars

Shiro games - Game design

Dune Spice Wars

6 Months - Team of ~15

Constraints :

  • Team integration during a game's production

  • Adaptation to Shiro Games' working methods

  • Work together with the Lead as the second Game Designer of the project

My tasks - Game Designer :

    - Documentation & Design :

  • Explanations of designed features 

  • Researchs and experiments on UX and UI

  • Features creation according to the needs

  • Rational Game Design - Excel

    - Communication:

  • Tasks validation and  feedback

  • Returns on tasks' costs and adaptation

  • Informations transmission for integration

    -  Game Testing:

  • Experiments and review on game elements

  • Balancing of multiple systems

Werewolf

Cyanide - QA tester

Werewolf the apocalypse

Constraints :

  • Team integration during a game's production

  • Adaptation to Cyanide's working methods

  • Qa Test skills learning

My tasks - QA Tester:

    - Bugs :

  • Research about Severity and Reproducibility

  • Priorization according to current goals

  • Research by the study of player's behaviour

   - Communication:

  • Follow up of the project's evolution through teams

  • Information transmission along the team

  • Build note redaction every week

    -  Retour de test:

  • Acquisition of a global vision over the project

  • Quality feedback on the differents aspects

6 Months - Team of ~15

A Blaze Within

Game Design - Projects

A Blaze within

8 months - Team of 6

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1

​Constraints :

  • Lone Game Designer and Programmer

  • Short but complete experience

My tasks - Game Designer & Gameplay Programmer :

    - Gameplay :

  • Boss Fight using bow and arrows

  • QTE, weak points to seal

  • Save the boss by shooting at the corruption

   - IA:

  • 3 Phases, evolutive and adaptative difficulty

  • Bullet hell like phase

  • Intense challenge

    -  Jouabilité :

  • Easy and fast to play

  • Demanding challenge

Ocularium
Pyre prototype

Ocularium

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1

Constraints :

  • Serious game about the vision

  • Real-time camera device use

My tasks - Gameplay Programmer:

    - Gameplay :

  • Build an eye from its differents parts

  • Placement and interaction between the elements

  • Real-time modification on the camera feedback

  • Implementation of ocular diseases

   - Serious Game:

  • Encyclopedia about eye's elements

  • Diseases simulation (glaucoma, AMD, etc...)

   - Target :

  • Serious Game meant for children

3 Weeks - Team of 5

Disco Escape

Pyre prototype - 3D

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1 - 2

5 days - personal project

Programming - UX Design

​Constraints : 

  • Exercise - Prototyping Pyre

  • Focus on feedbacks

Features :

    - Gameplay :

  • Caracterized entities - Sub classes

  • Character switch

  • Multiplayer system

    - AI:

  • Adaptative behaviour according to game situation

  • Simulate player controls

    -  Feedbacks :

  • Multiples audio and visual impacts

  • Camera shake

God of War

Disco Escape

3 month - Team of 3

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1

​Constraints : 

  • Exercise - Chuchu rocket like

  • Add feature, new Artistical Direction research

My tasks - Game Designer & Gameplay Programmer:

    - AI :

  • Scripted behaviour with parameters

  • Gameplay elements - Change entities behaviour

   - New feature:

  • Adding / Destroying walls using tiles

   - Level Design:

  • Original levels adaptation

  • Creation of several level with difficulty progression

Game design - Programming - level design

Block matters

Demake God of war

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1 - 2

5 days - Team of 5

​Constraints : 

  • Exercise - God of War Demake

  • No Artistical Direction - Blocking

My tasks - Game Designer & Gameplay Programmer:

    - Fight system :

  • 3 hit combo, shield, knockback

  • Axe throw and recall

  • Dodge

  • Multiple enemy type

   - Exploration :

  • Puzzle - Interactive elements

  • Hidden treasures

   - RPG :

  • Stuff upgrade

Game design - Programming

Portal 2

Level Design

Blocks that matter

2 days - Personnal project

Constraints : 

  • 5 Levels - Difficulty evolution

  • Gameplay focus on puzzles

Intentions :

    - Feature :

  • Use of blocks preservation feature

  • Discovering, experimentation, advanced use across levels

  • Level design made to give unconscious tips

   - Difficulty:

  • Hard, made for players accustom to the game

  • Avoid soft block

  • Flow managment

level design - playtest

Shadowrun

Portal 2

5 days - personnal project

Constraints : 

  • 9 Levels- Thematic- Progressive difficulty

  • Use of various features

Intentions :

    - Features :

  • Levels with in learn feature

  • Many steps puzzles resolve

   - Difficulty:

  • Information overload with first level overview

  • Critical path defined to provide tips

level design - playtest

Minerys

Shadowrun returns

5 days - Team of 5

Constaints : 

  • Adapt a public domain story

  • Branching story

My Tasks - Dialogs Writer :

    - Narration :

  • Open narrative line, no defined path

  • Many solve for each critical step

  • Moral choices

   - Documentation:

  • Documentation shared with everyone, agile method

  • Specialized documentation according to problematics

  • Flowcharts, schematics, variables definitions, needed for editor build

narrative design - level design

Nox

Construct 2

Minerys

5 days - Team of 3

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Constraints : 

  • Serious Game - Mineral deposits pollution

  • Game Jam - Ma thèse en Jeu Vidéo

My tasks - Game Designer & Gameplay Programmer:

    - Gameplay :

  • 3 Game phases : Exploration - Gathering - Treatement

  • Random narrative event generation

   - Serious Game:

  • Learning with the narrative storytelling

  • Awareness about the thesis problematics

Game Design -  Programming

Nox

5 days - team of 4

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1

​Constraints : 

  • Platform - Exploration

  • Small experience

My tasks- Game Designer & Gameplay Programmer :

    - Gameplay :

  • Vertical and horizontal movements

  • Web shoot, stick to surfaces

   - UX:

  • Animations transitions managment

  • Focus on the 3C

Game Design -  Programming

Toshi

Toshi's memories

2 days - team of 5

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1

Constraints : 

  • Platform - Gameplay elements creation feature

  • Global Game Jam 2019

My tasks- Game Designer & Gameplay Programmer:

    - Gameplay :

  • Behavioured platforms creation

  • Progression system,  unlockable elements

   - Narrative design:

  • Collectibles - Trigger narrative props

Game Design -  Programming

Gravitation
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Gravitation lumière

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2 - 4

2 month - team of 2

Constraints : 

  • Turned-based Tactical

  • Hot seat multiplayer

My tasks - Game Designer & Gameplay Programmer:

    - Gameplay :

  • Gravity fields managment - Affects players position

  • Action cards - Affects players & battlefield

   - Multiplayer:

  • Number of player selection

  • UI adptation according to the current player

Game Design -  Programming

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