GAME DESIGNER

about me
Having recently graduated with a Bachelor's degree in Game Design, I'm particularly attached to games that use their gameplay as the main means of conveying their narrative and purpose.DOOM Eternal and the Dishonored series are my key references and I hope to have one day the opportunity to create experiences that live up to them.

about me
Having recently graduated with a Bachelor's degree in Game Design, I'm particularly attached to games that use their gameplay as the main means of conveying their narrative and purpose.DOOM Eternal and the Dishonored series are my key references and I hope to have one day the opportunity to create experiences that live up to them.
SEPHIRA-03
April 2023 - June 2024
Play as a hacker trying to cover his tracks from the Yakuza's mega building security network he accidentally entered.
You will be helped by Binah, a robot equipped with highly developed artificial intelligence, to whom you will indicate the actions to be carried out from the security cameras which serve as your window on the world.
As she helps you find a way to erase your tracks from the building's security system, you will realize that Binah hides enormous potential within herself, and that you are ultimately only a spectator of her awakening.
main points:
Game Engine: Unity.Genres: Action adventure and infiltration.Target: Mature gamer with a passion for games of the genre. With a love for the Japanese culture, particularly manga and anime from the 80s to 2000.
USP:
The character of Binah is portrayed in such a way as to highlight the development of a conscience. This aspect is supported both by the narrative and the gameplay.The player's character goes from being the main character to supporting Binah's character over the course of the game.The player observes the world from intra-diegetic cameras that they can control.The aesthetic is inspired by the manga and cyberpunk anime of the 90s.
first utility AI tests
testing to force the character to do an action
My work:
System Designer and Programmer. I worked on all the game mechanics and was responsible for programming the entire game.Conceptualisation and development of an AI (Utility AI) designed to simulate a certain form of consciousness. An element that was not kept in the final product because of time constraints.Programming of a dynamic patrol system for enemies. Enemies can dynamically change their patrol route.Development of an advanced detection system that takes into account the proportion of the character that is visible and the ambient luminosity. The system had to be simplified to speed up level production.Playable blocking of a complete level of the game. Taking into account enemy positioning and fixed camera viewpoints. I also made several iterative passes on different levels to improve them.
what i learned:
I realised the importance and omnipresence of system design, even in games with narrative ambitions.The size of the project and the amount of work I had to do pushed me to organise my work and my personal life in a rigorous way.I was also able to deepen my knowledge of both Unity and programming in general.
precise enemy detection system
Enemy State Machine reaction to seing the player
Blocking with anotations
Playable blocking, the base for the Level Designer
ASCEND
April 2022 - June 2022
Play as a fallen angel after succumbing to anger and destroying the world of Man. You'll have to travel the wasteland and find a way back to your own world. But it's only by taking a step back and reflecting on your actions that you'll truly succeed.
Exterior blocking in early stage
building the main piece of the level
my work:
Design and development of movement mechanics.Level Design and Level Building.Documentation of project mechanics.Project management backup.
what i learned:
I really realised how important it is to have a scope that's adapted to the size of your team, and in the case of this project there were only two of us and it was too much fo us.
RECLAIMERS
Febuary 2023 - March 2023
RECLAIMERS is a Top Down Rogue Lite set in a Sci Fi universe. You play as a series of Security Droids on a ship containing the remnants of humanity on the brink of extinction. You're tasked with neutralising the threats posed by two groups of fanatics currently battling to take control of the Ark.In Rogue Lite, dying penalises you and helps you at the same time. Each death allows you to keep one of the upgrades you've unlocked.
Test du flow du des combats
Implémentations de feedbacks visuels
my work:
Design and balancing of combat systems: player skills, active artefact bonuses, and enemies.Level design, blocking and iterative passes.Implementation of Feebacks and Juiciness elements.Project management back-up.
what i learned:
My skills on Unity have benefited greatly from this project.I developed the reflex to think about balancing very early on in the design of mechanics.I've also been able to improve my communication and management skills.
TAHITI DIARY
febuary 2022 - march 2022
Relive the adventures recounted in your grandfather's travel diary and defend the sacred pillar from the attacks of the sea in this Tower Defense game with an atypical layout.
main points:
Game Engine: Unreal Engine.Genres: Tower Defense.Cible : Tower Defense players tired of classic layouts and fans of the Maori aesthetic.
USP:
The playing area is spread over the height of a pillar that the player has to protect, around which are movable rings used to support turrets.It is also divided into two zones, underwater where the action takes place and outside where the player can improve their defences and gain reources. This separation encourages players to take risks, sometimes playing blind.
ring movements and water transition
upgrade system
my work:
Prototyping in support of a complex pre-production phase.Development of the majority of game mechanics.Project management back-up.
what i learned:
I understood the importance of communication, especially in problematic situations like the ones we encountered.
IMPROV
april 2024 - june 2024
Do your best to get out of the sewers before yourself ! That's the only way you'll get out. But perhaps you've set yourself too difficult a goal? Balance your experience yourself until you reach your initial goal!IMPROV is a short experiment designed to make players think indirectly about how they approach their objectives.

balancing UI after loosing the race
Fully upgraded player and completely disabled double
main points:
Game Engine: Godot.Genre: 2D Platformer.Target: Players who like short experiences, typical of Itch.io players. Suitable for both casual and more experienced players.
USP:
Players need to balance their own experience to benefit from what it has to say:
"To achieve healthy personal development, it's just as important to work on defining your self-ideal as it is to work on the process of approaching that ideal ’.
He is free to choose how to achieve his goal as he sees fit. His way of doing things reflects his personality, but I can only hope that the player's mentality will evolve as a result of this experience.
Player without improvement and double without handicap
Fully upgraded player and completely disabled double
my work:
All of it. I designed and developed IMPROV from scratch.I started by defining the aim of the game, then I thought about the genres and mechanics that would best suit it.Once the game and its objectives had been defined and documented, I started learning the Godot game engine and prototyping in parallel.
The Improv Game Design Document is available in Word format at the top of the page.
What I learned:
Il s'agit du projet qui m'a le plus apporté en terme d'expérience de gestion de projet. J'ai du me tenir a une organisation stricte et un suivi de projet régulier avec Notion pour réussi à le produire dans la fenêtre de temps que je m'était accordée.
DICE THROWER
June 2025 - ongoing
Dice Thrower is an Idle game in ongoing development. The game is meant to be played over other tasks on your computer so it doesn't get in the way of what you have to do ! The concept is simple, what if instead of clicking cookies, you threw dice and their score was added to yours and could buy game changing upgrades with all those earned points, so you could earn even more points !
Visual exemple
main points:
Game Engine: Godot.Genre: Idle Game.Target: Casual and Hyperactive players that need a distraction while doing other things.
USP:
The progression is tied to the physics of the dice. Making progression incressingly more juicy. And random game modifiers similar to Rogue Lite modifiers are in the works to add even more spice and variety to the game.
Dice Thrower is also meant to be played over other tasks as a floating semi transparent window, and give the same feeling a fidget toy would.
Temporary art cover
my work:
All of it. I am designing and developing Dice Thrower from scratch.
The idea came from playing Cookie Clicker and realizing that even if the game is fun as is, it wasn't really juicy compared to the numerical progression. And I thought adding physics to the genre would be great, and when thinking about physics and numbers, dices directly came to mind. I did some test and found out the result was already really fun without any progression system.
what i learned:
I realised really early that balancing an Idle Game is hard, and that the physical constraints added make it even harder.But even with that balancing challenge, I think I managed to define a good scope for the game.
ASCEND
March 2025 - ongoing
ASCEND is a first-person parkour game with narrative and contemplative aspirations. The player takes on the role of an angel trying to return to heaven after having been fallen from it for destroying the human world. The game is currently in development and a Devblog is avaliable.
part of the godot demo
main points:
Game Engine: Unity (Prototype made in Godot).Genre: FPS Parkour Games with Walking Simulator inspirations.Target: We are tying to appeal to both the immersion and narration focused players as well as the more mechanicaly hungry players that want to challenge themselfs with fast traversal.
USP:
Ascend mixes non stop progression with contemplation, both aspect works and in hand istead of fighting to get player attentions. The player never need to stop.
part of the godot demo
my work:
I'm responsible for programming most of the game and for the core of the Game Design, movements, interaction, and more.I did the prototyping on Godot as well as most of the Level Design and Building visible in the video above.I also do a lot of documentation and organization work.
what i learned:
As this project is planned over several years and carried out largely on our own time, it forces us to be very organized and to keep our scope in mind. The first iteration of this project partially failed due to scope creep, and we want to avoid that at all costs.