Game Designer

& Producer

Hi there!

Adaptable and eager to learn, I’m a versatile Game Designer looking for collaborating
with teams passionate by the experiences they’re working on.
I have Co-op systems, 3C and LD as a main focus, and thanks to my various proficiencies
I can act as a support to help my team making the best possible game.
My goal is to work on 2-player co-op only games, and innovate through gameplay and narrative.

Resumé  Mail  Linkedin

(2020, Now) – Arcane, League of Legends (Fortiche Production)

PRODUCTION COORDINATOR – FULL TIME POSITION – RELEASE FOR FALL 2021

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

Working on Arcane, a League of Legends animated series in collaboration with Riot Games.
In the Final Image department, I started as an assistant by working with FX (2D + 3D) and helping CFX. Then I got to be fully focused on FX as a coordinator for one year. Now I’m working the Technical Animators department. Changing departments helped to have a better overview of the whole pipe.
Coming from games industry, I quickly adapted my skills to learn from Animation movies pipelines. I strive to be always at the service of my talented teammates to help them making 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 – INTERNSHIP – RELEASED

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

Working at the cinematics team of Ubisoft Montpellier has been helpful to learn the facilitator approach of the producer’s work. Ensuring that your team members have everything they need, and be present for them to assist them in their tasks. The cinematics processes were also important and I learnt a lot by working with a team mostly focused on art skills.

► 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

(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

The game 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

(2018 – 2019) – FABLE FOR TWO  (Unreal Engine 4)

DESIGNER & PRODUCER

Action-Adventure, Co-operative 2 Players

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

Designing the Coooperative and gameplay systems 
► Making various coop level design workshops, from iteration to the final integration
► Designing narrative systems and developing them with Blueprints
► Writing the dialogs/story
► 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

(2020, 2 Weeks) – TWO FAR    (Unity)

DESIGNER

Narrative game, Co-operative 2 Player

Pitch & Role

Two Far is a prototype I made by myself to try new kind of co-op narrative interactions. It tells the story of two lovers who discuss together through a video call.

The game is designed to be played with only 1 controller to enhance the feeling of being close to each other. Depending on the choice a player does, the other player will have different choices.

The objective was to try to create a co-op experience which would destabilize the players through their choices, and create emotions that would make couples reflect on how they manage their relationship… with lots of love.

(2019, Now) – TIEBREAKERS    (Unity)

DESIGNER & PRODUCER

Run ‘n Gun

Pitch

Tiebreakers is a modern run’n gun with a frenzy projectile bouncing gameplay. Take part in intense missions and help the young sporty heroes saving the world in this explosive shonen about perseverance and going at your own pace.

My role

Designing the creative vision, gameplay systems, and everything else related to gameplay

Development of various features in the engine

► Tweaking, integration, balancing, finetuning

► Managing our small team (1 programmer, 1 animator, 1 concept artist, and myself as designer/producer)

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

DESIGNER & PRODUCER

Versus Fighting

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

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

Development of various features & interfaces, I made the game juicer

► Design of the combat systems and the game experience

► 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

Action-Adventure, Co-operative 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

Designing the gameplay systems and the co-operative gameplay design

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

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

► Code & Development on various features & interfaces, I am making the game juicer

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

PRODUCER & PROGRAMMER

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