& Game Designer
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.
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.
► 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
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?
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
Adventure RPG, Solo & Cooperative 2 Players
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.
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
Action-Adventure, Cooperative 2 Players
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.
► Level-design workshops iteration
► 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
Run n’ Gun
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.
► 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 FX artist, 2 animators, 1 concept artist, and myself as designer/producer)
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!
► 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…)
Action-Adventure, Cooperative 2 Players
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.
► 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
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.
► Designed the concept of the game and the narrative intentions
► Programmed the narrative structure
► Made the visual effects
First Person Puzzle
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.
► 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