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

Currently pursuing a Master’s Degree in Game Design at CNAM-ENJMIN in Angoulême. Previously graduated with 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.

I am actively looking for a position in the video game industry as a Game, Level or World Designer.

OBSERVER

EXPLORER

PARTENER

● Ensures coherence with the creative vision

● Analytical, I take a step back and ask 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

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
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  • 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.
  • Structuring of hyperlinked Notion pages.
  • 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.
  • Integration of the narrative at the core of gameplay mechanics.
  • Narrative structure and progression linked to the progression in the game.
  • Information management.
  • Participation in the creative direction of the project.
  • 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.
  • 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.
  • Manipulation of variables in the engine, tweaking and polishing of gameplay mechanics and the 3Cs.
  • Integration of level design and gameplay elements.
  • 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
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  • 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)
  • 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.
  • Designing narrative systems and communication  mechanics for multiplayer. (User Generated Content)
  • Information management.
  • Environmental storytelling with game artists.
  • Imagining the universe and its rules.
  • Writing the narrative elements of the game.
  • Manipulation of variables, tweaks, and polishing.
  • 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.

DETAILED WORK

Play Video

MULTIPLAYER ONLINE CHESS ARENA

Noara: The Conspiracy is a turn-based 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 had the opportunity to join 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 of their game, balancing the gameplay, creating new playable characters and maps, while supervising QA testers.

6 Months Intership

ROLES AND TASKS
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  • 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.)
  • Designing new PvP and PvE maps.
  • Prototyping and playtesting.
  • Creating puzzles and gameplay situations for the tutorial and single-player mode.
  • Managing pacing and difficulty curve between the puzzles.
  • Creation of wireframes and mockups for the single-player mode of the game and tutorial.
  • Mockup of the shop and versus screens.
  • 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 analisis of 
  • Reporting bugs, identifying game design issues, and balancing.
  • Creating numerous synthetic design and technical documents for programmers
  • Creating Excel spreadsheets for monitoring statistics
  • Developing and maintaining an up-to-date, comprehensive Game Design Document