EXPERIENCE
LEAD DESIGNER
– Pitching & prototyping new games to stakeholders to explore new grounds for the company
– Defining the creative vision for new games
– Building & leading a trustful and efficient design team
– Communication & feedback with stakeholders
LEAD DESIGNER
Working on a live competitive multiplayer hero-shooter game called Frag Pro Shooter– Defining and presenting Frag Pro Shooter’s new game experience vision for the Live Experience with the Game Lead
– Long and short term planning for live content alongside the Game Lead and Producer
– Hands on working on character Meta balancing & new character design
– Designing systems for player progression and game economy
– Reviewing and ensuring the quality of all designs & feature work
– Benchmarking shooter competitors on mobile
– Empowering junior designers and the rest of the dev team to bring the best to Frag Pro Shooter
– Performance reviews & mentoring
– Hiring for design positions
TECHNICAL DESIGNER
Worked as the single technical designer from conception to Alpha on Riders Republic at Ubisoft Annecy.
Procedural tools
– Setting the tooling vision & the workflow for Level Designers to create content for an Open World game, to proposer to leads.
– Working with Houdini artists to design & develop new proefficient procedural tools to generate gameplay objects (ramps, jumps, wooden paths, etc), complex procedural road generation based on rational level design rules and manual road editing for bike and ski layouts.
Quest Editor & Flow Editor
– Designing improvements for the new quest editor, adapting the inherited tool (from another Ubisoft project) to the Riders’ Republic specific needs
– Working in close relationship with programmers to build the tools and the visual scripting elements & logic
– Building the first game events (playable content/missions) as proof of concept
– Delivering and maintaining quest templates and scripts to be used by level designers and mission integrators.
Exploration Content Prefabs
– Prototyping exploration features (workshops interactions, teleports, ski lifts, etc) using the in-house visual scripting system
– Iterating on the implementation of exploration features with gameplay programmers
Technical Documentation & Team Training
– Training and mentoring new level designers until they are « production ready » in Annecy studio, Belgrade and Pune.
– Creating video tutorials to explain the creation of quests steps by step
– Being a support to the level design team and to the lead level designer
– Creating and maintaining the technical documentation for each individual tool to ease their use by level designers and create a centralized knowledge center for dos and donts.
JUNIOR LEVEL DESIGNER
Worked as a Junior Level Designer on Steep: Road to the Olympics (expansion DLC) at Ubisoft Annecy.
– Design & own the creation of different playgrounds (snowparks & grind parks) on the Japanese part of the open world (including Yotei snowpark, player’s favorite snowpark so far).
– Set rules, dos & donts for Steep’s first major parks.
– Scripting four “Mountain Stories”, Steep’s narrative mission
– Support the scripting of the main storyline of the DLC
– Create challenges (races, tricks goals events, etc)
GAME & LEVEL DESIGNER
Worked as a Game designer & a Level designer on Gear.Club at Eden Games over the course of two interships and one fixed-term contract (18 months in total).
– Creating numerous circuits including the first 11 tracks of the game & the “off-track” rally-ish circuits
– Working on the in-house track creator plugin for Unity. The tool was spline-based and I was in charge of testing it and proposing improvements to the environment artist and the tool programmer under the responsability of my lead designer
– Owning and balancing the 3Cs, the behavior of all the cars. Each car had its own settings, especially physics.
– Supporting the design of the garage systems including the upgrade system linked to free-to-play monetization features
– Supporting the design of the interface and the global user experience including the design of the on-boarding
– Designing and managing the multiplayer events and the leagues
– Creating all the default cinematic cameras for the introduction and replay sequence of the tracks
GAME & LEVEL DESIGNER
Ultraflow is a brand and serie of two games created with friends. Ultraflow is a minimalistic game where you just have to through a ball into a hole! Half puzzle game, half arcade game, Ultraflow 1 & 2 have proved to be a very engaging game with a 11 million players.
– Designing half of levels
– Defining game rules
Achievements
– More than 10 million players across all platforms
– Featured on Google Play Store, iOS App Store, Amazon Kiddle Store, Windows Phone store & Co.
– Got the « Top developer » badge from the Google Editorial Team
– Finalist at the international Unity Awards & the french Ping Awards both in the Best Student Project category
EDUCATION
Spent 5 years learning game design, level design, project management & leardership.
– Received a master degree in creative direction & game design