Video games are, in my opinion, one of the most powerful forms of storytelling.

After a year’s experience as a Game Designer at Sandfall Interactive for the game Clair Obscur: Expedition 33, I’m actively looking for a new challenge as a Game or a Level Designer.

 

Graduated of a Master’s Degree in Game Design at CNAM-ENJMIN in Angoulême, a Bachelor’s Degree in Game & Level Design from Sorbonne Paris University, UIT of Bobigny and a Higher National Diploma in Graphic Design at Saint Joseph les Maristes Highschool in Marseille.

OBSERVER

EXPLORER

PARTENER

● Ensures coherence with the creative vision

● Takes a step back and asks questions

● Makes thoughtful and sensible decisions

● First and foremost, I am a designer

● Researches and iterations

● Open to new horizons and inspired by everything

● Empathy and multidisciplinary communication

● Active listening, considers the constraints of others

● Provides clear documentation and presentations

Play Video

AA STORY RICH TURN BASED RPG

I had the great opportunity to work as Game Designer for a year on Clair Obscur: Expedition 33, Sandfall Interactive’s first project. In development since 2020 using Unreal Engine, it’s an ambitious, dynamic turn-based RPG featuring a rich, singular world inspired by the ‘Belle Époque’ and a gameplay that combines nostalgia and modernity.

 

The combat system is one of the game’s strongest and most distinctive elements. It combines a classic turn-based structure with real-time combat mechanics such as dodging, jumping and parrying to defend yourself. It also features a combo system when launching an attack and the ability to enter ‘free aim’ mode, allowing you to shoot at your opponent’s various weak points.

1 Year

UE 5

ROLES AND TASKS

Game Design

  • Designing new ennemies, weapons and equipements with new skills and gameplay effects.
  • Balancing playable characters, equipements and ennemies statistics.
  • Managing loot distribution.
  • Documenting, reviewing, and analyzing the game systems and its content through regular playtests to communicate the findings to the team.

Integration

  • Implementing in the engine new ennemies, weapons, skills and gameplay effects that I designed with blueprint and data tables.
  •  Scripting battle behavior of ennemies.
  • Creating level sequences and staging cameras for new skills.
  • Apply and integrate changes into the game directly after decisions are made during meetings.

Other tasks

  • Project closing (Bugfixes, extensive tests).
  • Benchmarking similar games to establish an average distribution of playing time between gameplay and cutscenes.
  • Designing icons for status effects.
  • Writing reviews of level design and the narrative integration.

STORY-DRIVEN 3D WEB EXPLORATON

Real and virtual are intertwined. Like an endless deep maze we built that drowns the human psyche.

Your childhood friend Nova is dead. No trace of her in reality. However, while mourning in her apartment, you receive a message from her.
Fall down the rabbit hole and lose yourself in the meanders of her intimacy through reality and the internet. Dive into her troubles and loneliness in order to perhaps understand what led to her death. But, is she really?

 

Death of Internet is a solo, story driven, first person exploration game about identity construction, relationship, intimacy and our struggle to communicate. Explore 3D websites trough hyperlinks objects to understand the psyche of Nova through the virtual spaces she created.

13 Students

4 Months

UE 5

ROLES AND TASKS

Game Design

  • Designing core mechanics and 3Cs.
  • Benchmarking and research on story-driven games, internet and our relationship with it.
  • Establishing the pillars of gameplay.
  • Creating a mechanical language that is a vector for our narrative and creative intentions.
  • Writing game design and feature documents.

Creative Vision

  • Defining the pillars of the experience and the razors.
  • Creating clear documents on the creative intentions of the project.
  • Facilitating decision-making by building a common vision together with the team.

Level Design

  • Creation of level design documents (including bubble plans, layouts, floor plans).
  • Sketch and create basic blockouts to visualize the layout and flow of the level, fast prototyping and iterations.
  • Staging with game artists and sound designers.
  • Pacing, emotional weight, and rhythm.

World Building

  • Assistance with the scenario and writing.
  • Participation in the creation of the universe, the characters, and their links with gameplay mechanics and level design.
  • Construction of a narrative structure and the unfolding of the vertical slice.

Narrative Design

  • Integration of the narrative at the core of gameplay mechanics.
  • Narrative structure and progression linked to the progression in the game.
  • Information management.

Integration

  • Manipulation of variables in the engine, polishing of gameplay mechanics and the 3Cs.
  • Integration of gameplay elements in the level.
  • Creating staging, animation sequences and shaders into the engine for the final scene of the vertical slice.

DETAILED WORK

OPEN WORLD SURREAL EXPLORATION

Close your eyes. It is through dreams, or any other altered state of consciousness, that some people describe a strange desert place that they have seen, heard, felt or even explored. These different testimonies, although they vary in their details, all relate with great precision an identical environment but above all, a huge tower that has obsessed them ever since. 

 

Mirage is a first person exploration game in which you can create your own world map to orient yourself, with asynchronous local collaboration in an non-linear world.

7 Students

4 Months

Unity

ROLES AND TASKS

Game Design

  • Designing core mechanics and 3Cs.
  • Benchmarking and research on curiosity loops, exploration, and map creation.
  • Experience pillars, gameplay, and level design direction.
  • Writing game concept and design documents to communicate clearly with the team. (including one page documents, diagrams of connected systems, macro and micro game loops)

World Building

  • Imagining the universe and its rules.
  • Writing the narrative elements of the game.

Narrative Design

  • Designing narrative systems and communication  mechanics for multiplayer. (User Generated Content)
  • Information management.
  • Environmental storytelling with game artists.

Level Design

  • Benchmarking and research on environment, topology, cognitive maps, non-linearity, and open worlds.
  • Creation of level design documents.
  • Iterations on the organization of information in space, bubble plans, and rough plans.
  • Reflection on scales, distances, and lines of sight.
  • Collaboration with game artists and sound designers for staging.
  • Working with the programmer to create tools for level design iterations (distance calculation, etc.).
  • World design.

Integration

  • Integration of the level design.
  • Creation of terrain and topography. (Unity terrain tool and the Atlas terrain editor plugin)
  • Integration of level art assets alongside the game artists.
  • Manipulation of variables and polishing.

DETAILED WORK

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MULTIPLAYER ONLINE CHESS ARENA

Noara: The Conspiracy is a tactical strategy game set in an original heroic-fantasy universe that offers you the possibility to play in real time during the opponent’s turn.

 

I joined Atypique Studio as an intern Game Designer for 6 months. I was able to face important responsibilities such as being in charge of designing the single player mode, balancing the gameplay, creating new playable characters and maps, while supervising QA testers.

6 Months

Unity

ROLES AND TASKS

Game Design

  • Designing the single-player mode of the game from scratch (conception, missions, progression).
  • Designing the game tutorial.
  • Designing new playable characters.
  • Rational design.
  • Balancing (playable characters, statistics, rewards, items, economy, etc.)
  • Creating puzzles and gameplay situations for the tutorial and single-player mode.
    Managing pacing and difficulty curve between the puzzles.

Level Design

  • Designing new PvP and PvE maps.
  • Prototyping and playtesting.

UI / UX Design

  • Defining the pillars of the experience and the razors.
  • Creating clear documents on the creative intentions of the project.
  • Facilitating decision-making by building a common vision together with the team.

Supervising QA

  • Organizing and directing playtest sessions while supervising a team of 8 QA testers.
  • Implementing a communication system between QA, GD, and programmers
  • Centralizing feedback, bug reports, and test results.
  • Creating graphics and analyzing reports.
  • Reporting bugs, identifying game design issues, and balancing.

Documentation

  • Creating numerous synthetic design and technical documents for programmers
  • Creating Excel spreadsheets for monitoring statistics
  • Developing and maintaining an up-to-date, a comprehensive Game Design Document.

Puzzle Design

  • Creating puzzles and gameplay situations for the tutorial and single-player mode.
  • Managing pacing and difficulty curve between the puzzles.