Genre: CRPG | Platform: PC, PS4, Xbox One | Released: November 2019 (PC)
Developers: Cyanide, Black Shamrock | Publishers: Big Ben Interactive
Lead a team of four Troubleshooters of dubious loyalty, who (mostly) obey orders from Friend Computer, a paranoid and irrational artificial intelligence. Inspired by the classic games of the CRPG genre, experience the first adaptation of the cult role-playing game!
Paranoia is a CRPG that takes place in humanity's last idyllic refuge, Alpha Complex, which is controlled by Friend Computer. All citizens enjoy a life of joy, cheerfulness and cleanliness. Questioning the benevolence of Friend Computer is an act of treason. Having access to information beyond your security clearance is an act of treason. Refusing to drink your daily dose of Bouncy Bubble Beverage is an act of treason. Treason is punishable by summary execution.
During four months, I worked as an assistant producer intern in a team of thirty people. I managed this game’s development using Hansoft which regrouped our product backlog, sprints backlog, and burndown charts. I managed the Quality Assurance team using monthly reports and controlled quality by testing builds and communicating expectations to the team.
While identifying issues and adapting the plan to mitigate their impact, I also worked on developing some tools to facilitate the workflows and improve the communication between all departments.
Genre: Card Game | Platform: PC, PS4, Xbox One, Switch | Released: November 2019
Developers: Fantasy Flight Interactive, Virtuos | Publishers: Asmodee Digital
Build a deck of iconic Heroes and challenge the forces of Sauron in this thrilling tactical card game. Go forth and explore famous locations, complete story-driven quests, and forge your own legend of Middle-earth. But beware the Eye of Sauron—should you draw his attention, all will be lost…
Answer the call of untold adventures, face the dark forces of Sauron and protect the Free Peoples of Middle-earth. Allies will gather, foes will arise and so your journey begins. The time has come for you to form and lead your own fellowship of heroes through immersive story-driven campaigns, each with its own unique narrative and challenges.
I worked as a producer in a team of 10+ people (mainly programmers and QA). We were in charge of porting the pc version to consoles (Playstation 4, Xbox One and Nintendo Switch). We collaborated with Virtuos development studios in China who were developing the PC version at the same time.
identifying issues, adapting and communicating were part of my daily job to ensure that we could deliver high quality releases in time according to the milestones plan. On a regular basis, I was communicating with the client about the quality expectations
Genre: Action-RPG | Platform: PC, PS4, XOne | Released: June 2018
Developers: Dontnod Entertainment | Publishers: Focus Home Interactive
At the beginning of Vampyr, Dr. Reid awakens, cursed with a terrible thirst for human blood. In his quest to find a cure for his vampiric condition, he tries to maintain a rational and scientific method – all while coming to terms with a strange, supernatural world.
Will you embrace the monster within? Survive and fight against Vampyr hunters, undead skals, and other supernatural creatures. Use your unholy powers to manipulate and delve into the lives of those around you, to decide who will be your next victim. Struggle to live with your decisions… your actions will save or doom London.
During ten weeks I worked as an associate line producer at Focus Home Interactive. My main objective was to organize playtests (create playtest forms according to playtest objectives, recruit new players), observe and analyze the results and then report them back to Dontnod Entertainment.
I also closely worked with other producers and the QA team to provide qualitative feedback on multiple aspects of the game (game design, art, writing,...)
Genre: Motorized Beat'em Up | Platform: PC (Gamepad) | Released: July 2018
In this cooperative motorized beat'em up, the two players play on the same device, using a split screen. Riding their bike through the city, they will have to conquer each district by defeating the punks, before facing their boss. It’s a frantic third person action game, that requires dexterity and timing to win.
The game takes place in a giant, tentacular japanese city: Yumeshima. However, it is very similar to what one would picture when told about Japan: neon-lit streets, mysterious atmospheres and overwhelming concrete buildings are a big part of our world’s identity. The city is harsh, and definitely lethal.
During nine months, I worked as a producer in a team of seven people on this graduation project. I managed this game’s development using Scrum and Agile management tools (Hansoft) which regrouped our product backlog, sprints backlog, burndown charts, planning with key milestones, etc. We also used Google Drive and its plugins to store game design documents, arts, and a wiki to keep track of our intentions and our development guidelines (game design, level design, art direction, world,...)
Closely working with game and level designers, I was also in charge of implementing enemies behaviors in the game using the visual scripting and behavior trees features of Unreal Engine 4.
Genre: Rhythm Game | Platform: PC, Switch, Mobile | Released: January 2016
Developers: Digixart Entertainment
Lost in Harmony is a musical runner available on IOS and Android, in which you control Kaito, a young teenager whose friend Aya is dealing with a serious illness. You'll have to progress through different levels (dreams in which Kaito rides a skateboard with Aya) by avoiding different types of obstacles and tap stars to the rhythm of the music.
You can also create levels or play those made by the community thanks to the in-game level editor. If that's not enough for you – and I know you will never have enough of this game – you can play the new story: M.I.R.A.I.'s Escape!
During 6 weeks, I worked as a game and level designer intern on the new japanese extension that will be released soon. At the same time, the game was changing its economic system and became a free-to-play, introducing new game mechanics, a new progression system and new resources. This big update was also an opportunity to improve the gameplay, with new elements and better feedbacks.
And thus, during this internship I designed all new level (normal and hard), organized playtests with the help of other team members, and worked closely with the creative director, game programmers and game artist to suggest new ideas and gameplay improvements.
Genre: Downward Shooter | Platform: Mobile (Android) | Released: March 2017
Apeyron is a singleplayer downward arcade shooter made for Android in which you endlessly make your way through waves of enemies and obstacles. Shoot to destroy your opponents and use the recoil to avoid deadly obstacles. Be efficient and make your bullets count to reach a new highscore and be at the top of the leaderbard!
I mainly worked as a gameplay programmer on this project. Apeyron was made on Unity5 (C#, Visual Studio). I worked on the main features (controls, semi-procedural level generation, swap skin feature, save system) but also on the menus, UI and some feedbacks using DOTween animation engine for Unity.
Also, a big part of this project was to work with Amplitude, a web and mobile analytics plateform. Thus, I helped defining and implementing a system that collect data we then used and analysed to improve the game during our iterative process.
Genre: Sandbox Game | Platform: PC (Mouse + keyboard) | Released: January 2017
No Media :(
Unbound Atlas doesn’t have any objective, nor any defeat condition: the player is free to wander and experiment in the game without any restriction or orientation. The universe is infinite and repeats itself in the same way as fractals. Players can displace star-looking entities and link them together with strings. Different arrangements and links result in different visual and musical outcomes.
Unbound Atlas is an experiment on a new gaming experience. It aims to be more of a creation toy than a game. But we do not want Unbound Atlas to be a tool one must master, but rather a toy anyone can use instinctively and in a contemplative, relaxed way. The key is for the creators to experiment with the different interactions in order to express themselves and achieve artistic results.
For a little more than two months (late october - early january) I worked as a Game Designer on this creative sandbox game. Unbound Atlas' design process was very particular as we were asked to not write any game design documents before the end of the project and let ourselves iterate on a lot of game mechanics directly in the engine. Our only constraint was to stick to our original intentions that were "Manipulate / Discover / Create" for this game. Towards the end of the project, I mainly worked on the game design documents.
Genre: Sport Game | Platform: PC (gamepad) | Released: March 2016
Blind blades is a local multiplayer game made during the Global Game Jam 2017 (this year the theme was: Waves). Thus, in this competitive game, your opponents and you are invisible! The waves that the characters produce is the only way to find your avatar or to spot the enemies. But you can play sneakily and avoid making any waves to trick your opponents!
But be careful, if you walk into the water or in a bush, you may give your enemies some clues about your actual position. If you want them to lose sight of your character (at least its position since it is insivible...), you can throw some decoys and spawn waves away from you. But be on your guards, anyone can be anywhere!
During those two days, I mainly worked on the game and level design, but I also worked a lot on the UI and the menus (directly in Unity). For instance, I scripted the buttons (espcially their feedbacks) and implemented the "Character Selection" menu (the one with the four ninjas). Also, I designed the screen that appears at the end of a round and showing the number of kills by players.
Genre: Puzzle Game | Platform: PC (mouse), Mobile | Released: January 2015
Color Way is a colorful puzzle game developed for mobile devices. You’ll have to manage to make your way through by mixing squares of colours.
Development of this game began with the Hits Playtime contest, in which we were asked to make a prototype of a mobile game, accompanied by some approaches for our marketing (economic system, retention, virality…).
I worked as a Game Designer and Level Designer on this game. I helped to define the main mechanics and rules (winning and losing conditions). I also worked on the tutorial, some levels and the weekly challenge mode. I had to find the mathematical formula that allowed us to have a good and fair scoring system, rewarding players that made less moves in less time.
Though, until now, those two criteria are not evaluated the same way: the “less times” criteria brings more point. Without revealing our magical formula, it allows us to have in those tight situations something like this:
• Player A: Time = 14s | Moves = 5 | Score = 3305 points
• Player B: Time = 15s | Moves = 4 | Score = 3289 points
• Player C: Time = 14s | Moves = 6 | Score = 3250 points
• Player D: Time = 15s | Moves = 5 | Score = 3214 points
Genre: Strategy Game | Platform: Boardgame | Released: May 2014
Coriolis is a strategy game in which 2, 3 or 4 players will have to navigate in the extraordinary Coriolis archipelago, avoid deadly reefs, pillage islands, plunder merchant ships or fight other pirates. They will have to upgrade their ship with more cannons or reinforcements, or recruit new members in order to collect as much gold as possible and be the most powerful pirate before the archipelago disappears in the depth of the sea with the legendary loot of Evan 'Sly' Goldsmith.
Players can use the strong ocean currents of the archipelago (two circles on the board can be moved) to move faster, or to protect themselves from other players. The loot is not safe in their ship's hold and has to be transfered on their own island to be secured.
I worked as a Game Designer and Level Designer on this game. I helped to define the main mechanics and rules (winning and losing conditions). I also worked on the tutorial, some levels and the weekly challenge
For my first game, I was the project manager and lead game designer. With the other game designer we defined all the game mechanics, organized playtests, tweaked values, wrote the rules and even the lore. We also had to work on the boardgame box and what to write on it.
As the project manager I also had to work closely with the game artists to keep them on track. Icons, islands, cards, effetcs, values, ... A lot of informations essential for players had to be well represented and indicated to make them understand the game mechanics alone, without us behind their back explaining how it works.
Genre: Versus Arcade Game | Platform: PC (Controller) | Released: December 2014
Produced during the 31st Ludum Dare with the theme "entire game on one screen", One on One is a "versus fighting" game in which you have to destroy your opponent by capturing the ball and throwing it towards him. The thing is, while you're playing with your ship, you're also interacting with the main menu.
We wanted to expand the theme further and make "one" our main intention. This is a two players game, but you only need one controller, and there's only one weapon.
I worked as a Game Designer and Level Designer. We had few level designs but we didn't have the time to implement all of them. Our main objective was to have a good "game feel" and make the game very enjoyable even with the small content it had to offer.
Apart from its juicyness, visibility and the readability of One on One were a big concern for us.
Genre: Couch Game | Platform: PC (gamepad) | Released: January 2017
Blind blades is a local multiplayer game made during the Global Game Jam 2017 (this year the theme was: Waves). Thus, in this competitive game, your opponents and you are invisible! The waves that the characters produce is the only way to find your avatar or to spot the enemies. But you can play sneakily and avoid making any waves to trick your opponents!
But be careful, if you walk into the water or in a bush, you may give your enemies some clues about your actual position. If you want them to lose sight of your character (at least its position since it is insivible...), you can throw some decoys and spawn waves away from you. But be on your guards, anyone can be anywhere!
During those two days, I mainly worked on the game and level design, but I also worked a lot on the UI and the menus (directly in Unity). For instance, I scripted the buttons (espcially their feedbacks) and implemented the "Character Selection" menu (the one with the four ninjas). Also, I designed the screen that appears at the end of a round and showing the number of kills by players.