Currently 23 year old student in Master 2 at Supinfogame Rubika Valenciennes
in Game, Level Design and Management
I am preparing a Master 2 in Game Level Design and Management
Passionate About 3D !
Teamwork focused attitude, self-motivated and open to anything new.
Strong passion for new softwares, skills, and practice.
Finalist at the Alt-Ctrl-GDC 2018. (GD / Artist)
-Multiplayer video games (Mostly Coop or Competitive FPS and Battle Royale (Apex, Overwatch, PUBG, CS:GO, TF2), MMO (Guild Wars 2), I also love lans!)
-Computer Building and Reparing (Old and New Hardware)
-Board games (Traditional, Magic The Gathering)
-Historical medieval reconstruction and medieval martial arts
-Seasonal Airing Animes
-Movies (StarWars, Fantasy, blockbusters)
-Reading (from news to fantasy, Favorite: David Gemmell, Robin Hobb)
Strong interest for 3D modeling, Texturing and shaders. Currently trying to learn more about proceduralism and realtime raytracing.
Native French, Fluent English (International Experience)
Willing to relocate
Game Design is my main specialty field.
Making the player feel and experience matches the design intentions.
I have a more a more technical approaches and I like solving problems with prototypes and documentation. (Main focuses on Camera, Controls and Mechanics).
Strong interest for Rationalization as a tool for Game, Level Design and balancing.
During my formation I had the opportunity to practice being the Lead Designer and project Manager as well as following others design intentions.
Level Design is my second specialty with a real interest in world design and multiplayer maps.
As a player I enjoy good multiplayer driven games and I’m fascinated by the level flow we can build using modern knowledge, techniques and experiences.
I enjoy translating intentions and feelings into an exciting experience for players through various interactions and paths for mastering their environment.
I Regularly program scripts on various prototypes during the technical realization of associated levels.
I’m self-taught 3D environment artist with passion for real-time challenges and proceduralism.
I always got a strong interest for drawing, CGI Animation and VFX. During my studies I got introduced to 3D modeling basics and the passion grew on me.
I have a really solid knowledge of modern Games Industry production tools, pipelines and state of the art techniques.
My Main focus is on Games props and environment Assets following a High/Low poly/PBR pipeline with or without concepts.
I also got the opportunity to produce non-humanoid characters from design to Modeling, Rigging and Animation in my projects.
I also produce Shaders and VFX depending project needs.
5th Year Concept jury presentation
Done in less than 2 weeks to present our game concept jury for our Master 2 Year.
-Game Design and Level Design with Matthias JOHAN and Pierre LLANUSA.
-Level Building With Pierre LLANUSA using the UE4 MultiUser System.
-Easy to Use "Powerpoint" Like Camera System with breathing animation for an organic look.
There are two types of camera viewpoints:
-Static for smooth linear movement
-Spline based movement for advanced camera paths.
-All script events in the levels.
-Lighting passes in both levels.
-2D & 3D Asset Clean-Up and integration (Meshes, Decals,Materials,...)
-Explosion VFX (Using Houdini and build-in UE4 Particle System)
-Source Control Management (Using Git with UE4)
Realization of an Hypercasual Mobile Game for Voodoo Games
During a double Intensive Week we got to develop an hypercasual mobile game for the hypercasual market leader voodoo games (Top Ten PlayStore and AppStore EU/US).
We applied the Voodoo pipeline and process during a week.
(4 Days / 5 people)
Slimey color was validated by voodoo for a soft launch on the US Playstore and advertised with Facebook Ads for KPI Data. (Testing the Player Acquisition Cost and the Day 1 / Day 7 player retention).
We got positive results from women of all ages but we were lacking male players. The project was so cut after 1 week.
My role on this project:
-Project Manager (Planning & Organization)
-Lead Game Designer
-Few C# Features
-Tweaking and Balancing
-Source Control Supervisor (The rest of the group had no prior experience with Git Sourcing)
Unannounced AAA Open World Game
During my Internship in 2019, I got the oportunity to work at Ubisoft India on a Unannounced AAA Open World Game.
I worked as a level designer for 3 month. I took part in the obligatory training as well as the production following tight deadlines.
During my internship I learned a new proprietary engine and took part in the design production submitting designs and writing rational design documentation.
I also took care of the quality of the work submitted, as well as documenting and proposing new ideas, to improve the existing designs.
Realization of an electronic game with robots
Realization in team of a game with an alternative controller
Achievement of the temporary graphic aspect
Creation of an artistic direction in the idea of the marker
Creation and production of assets for the second version
Design of 2 ships for 3D printing
Montage of promotional videos
Finalist at the alt.ctrl.GDC in San Francisco in March 2018.
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Realization of a playable grayboxing for the game Unreal Tournament 4
Realization of a deathmatch map for the game unreal tournament 4.
The goal was to respect the 4-player Deathmatch shooter mechanics.
Level design and play-test