Gameplay Designer

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Who I am

My Skills

   My route started as a versatile Game Designer & Producer. During school I worked in Game Design at The Game Bakers, and after graduation I decided I would:

  1. Work on my own game Tiebreakers in my spare time
  2. Work in Producing during the day.

This Producing path of life brought me to work in the animation industry on acclaimed content (Arcane) which made me an efficient and responsible communicator.

   But my real passion was to work on Tiebreakers for these past 5 years: designing the character’s moveset, tweaking the mechanics until they feel really good, and make them fitting a clear game direction. What I’m the most proud of is surprising the player by creating highly satisfying sensations through the gameplay.

   This is why I’m now looking for extensive design and technical challenges in game studios.


3C/Character Design


Fine-Tuning & Balancing


Team Management & Scheduling


Fast Prototyping
(C# and Blueprint)


Writing clear documentation


Implementing features
in the engine

AS A GAME DESIGNER


(2019 – 2023) – TIEBREAKERS    (Unity)

GAME DESIGNER/DIRECTOR

Run n’ Gun

👉 BREAKDOWN OF MY WORK

Pitch

Tiebreakers is an explosive shonen run n’ gun with a frenzy projectile bouncing gameplay.

My role

Designing the creative vision and gameplay systems

UI Design/art/programming

Tweaking, integration, balancing, finetuning

Business-development (raised 10K€)

Leading the team

(2018, 4 Months) – HAVEN (The Game Bakers) (Unity)

GAME DESIGNER – INTERNSHIPRELEASED

Adventure RPG, Solo & Cooperative 2 Players

Pitch

Haven is an Adventure RPG about everyday love, rebelling against the rules and also, food. The player embodies two lovers who escaped to a lost planet. The only thing that matters to them is to stay together. The game is playable solo, or with a special someone.

My role

Haven is made by the developers of the successful title Furi and I had the chance to work on it as a versatile Game Designer. I learnt a lot on workflow processes and on the elaboration of a creative game vision.

Prototypes by using the mechanics and the level design elements in the game with a gut-feeling approach
► Various Game Design and sign & feedback reviews
Elaboration of documents with sheets and slides for various fields (localization, test plan, design…)
Distribution of level Design elements through the levels, finding a pace between the existing maps in the game
Team follow-up all along the internship

AS A PRODUCER


(Dec 2022, May 2023) – TMNT : Mutant Mayhem (Mikros Animation)

PRODUCTION COORDINATOR – RELEASED
CANADA – Montreal
Feature Film
Pitch
TMNT: Mutant Mayhem is the latest Ninja Turtles movie, with a comic art style and a brand new narrative written by Jeff Rowe and Seth Rogen.
My role
Acting as a support for the team
Assigning shots to artists
Monitoring schedule and deliveries
► Coordination between our teams and the client (Paramount)

(Jan 2020, June 2022) – Arcane (Fortiche Production)

PRODUCTION COORDINATOR – FULL TIME POSITION – RELEASED
FRANCE – Paris
Animated Series
Pitch
All legends have a beginning. Discover the new animated series from the creators of League of Legends, which looks back at the origins of two emblematic champions of the game … and the force that will separate them.
My role
Season 1: In the Final Image department, I started as an assistant by working with FX (2D + 3D) and helping CFX. Then I became a Production Coordinator focused on the FX team.
Season 2: I worked with the Tchnical Animation department.
Coming from games industry, I quickly adapted my skills to learn from Animation movies pipelines. I strive to be always support my talented teammates so they can make the best possible series.
My role:
Daily Tracking with the supervisors and the teammates to remove blockers and keep a constant production flow
Acting as a support for the team to empower them
Assigning shots by respecting the art style of the team members and their production pace
Monitoring brief and review meetings
► Taking notes and summarizing them for the teammates and the other departments
Communicating with other departements to answer requests or solving our own problems
► Designed various documents templates to make the written communication easier

(2019, 6 Months) – Immortals: Fenyx Rising (Ubisoft Montpellier)

ASSISTANT PRODUCER – RELEASED
FRANCE – Montpellier
Action-Adventure
Pitch
From the creators of Assassin’s Creed Odyssey comes a storybook adventure about a forgotten hero on a quest to save the Greek gods. Embark on a journey to the Isle of the Blessed, taken over by dangerous creatures of mythology. The journey will be as challenging and rewarding as the final destination. Will you be the Hero of the legends foretold?
My role
► Setting up production documents and pipelines for new cinematics processes within the studio
► Coordinating communication between international Ubisoft studios
► Supporting scripters and engineers, assisting them in their meetings and taking notes to write summaries of their progress
Follow up of cinematics progress through the whole team (Lighting, Anim, Scripting, VFX, Audio…)
Supporting the team, acting as a facilitator to remove blockers and work within the best conditions possible
► Monitoring JIRA tasks on a daily basis
► Scheduling milestones and tracking down team workflow

Pitch

Fable for Two is a 2-player cooperative action-adventure game inspired by the world of fables and fairytales.
Both players embody storytellers singing with a raven to go across a magical forest.

My role

► Level-design workshops iteration
Technical Designer of the team, working on design and technical specificities with the programmer
Designing the Coooperative systems
► Helping on the integration of the gameplay and narrative assets in Unreal Engine 4
► Designing the narrative structure and the gameplay systems
► Setting up production documents and management processes
Follow-up of features and content to produce and task monitoring with JIRA
► Supporting the team and organizing daily & weekly meetings

(2022 – July) – VAMPIRES CO-OP (Unreal Engine 4)

GAME DESIGNER – SOLO PROJECT MADE IN 40 HOURS

Action/Adventure – 2 players Co-op

👉 BREAKDOWN OF MY WORK 

Pitch

Bonnie & Clyde if they were vampires in a co-op action-adventure game where they use their licks to destroy everything between them. Excluded from demons and enemies of humanity, they live on the margins of society to defend their love and live as they want.

My role

Designing and coding the prototype

(2015-2018, 2+ Years) – SUBSCRIBE & PUNCH!    (Unity)

DESIGNER/PRODUCER – TEAM PROJECT

Versus Fighting

👉 PITCH DECKS

Pitch

Subscribe & Punch! is an easy to play versus fighting game based on the wacky YouTubers universe. The player will roast the face of his opponents and experiment various humorous interactions inside with YouFight: the virtual platform hosting the craziest fights!

My role

Development of various features & interfaces

► Design of the combat systems and the game experience

► Managed and coordinated the development between our 10-people multi-cultural team

► Edited video trailers, managed communication & marketing

Business development with companies (presenting pitch decks to publishers that contacted us, organizing cross-overs…)

(2016–2017, 8 Months) – BUDDING ADVENTURERS   (Unity)

DESIGNER/PRODUCER – MICROSOFT IMAGINE CUP, Finalist & 2nd Place – TEAM PROJECT

Action-Adventure, Cooperative 2 Players

Pitch

The game takes place in a world called Scapia, a mix between the creativity and the reality of two little sisters. With this game, the players will discover a fun and intimate 2 players cooperative experience in which they will interact inside and outside the game.

My role

► Code & Development of the core gameplay and interfaces

► Pitch decks for Microsoft (Marketing & Audience study, Benchmark, Business Plan…)

► Storytelling (Background stories, characters, universe etc.)

(2018, 3 Days) – BURN OUT  (Unity)

DESIGNER/DEVELOPER – TEAM PROJECT

Narrative Game

Pitch

You are entering college. You left the comfort of high school and became a grown-up, with all the responsibilities that come with it. Your main focus is to validate your first year, but to do so, you’ll need to make some sacrifices and work hard. Don’t forget to breathe from time to time though, no one is safe from burnouts.

My role

► Designed the concept of the game and the narrative intentions

► Programmed the narrative structure

► Made the visual effects

(2016, 4 Months) – CLOUD ERA  (Unreal Engine 4)

DESIGNER/PROGRAMMER – TEAM PROJECT

First Person Puzzle

Pitch

The player plays a liquidator sent to Generosity, a devastated spatial station surrounded by a dome. He has to use an experimental cloud device to succeed his mission and to solve the puzzles.

My role

► General Programming: 3C, UMG UI, Level design elements…

Tech design: I was a coordination point between designers/artists and the engine to ensure the right integration of the assets

Setting up of Perforce for Source Control