June 2019 - Current Position (Level Designer)
Cloud Imperium is an international independent game company. We’re currently developing Star Citizen, a record-shattering crowd-funded title that combines classic space sim gameplay with amazing visuals; and Squadron 42, a Hollywood-caliber story-driven single-player game set in Star Citizen’s universe.
Under the direction of the Lead Level Designer, I co-work with other Level Designer and Environment team to create modular and bespoke locations for the Star Citizen Persistent Universe (PU). Whiteboxing layouts from rooms to location. Using the internal procedural tool to generate space and surface locations.
November 2017 - June 2019 (Game Designer)
Idle Factory Tycoon Manage your own factories and automate the workflow to get more idle cash. Create different types of cool object using the workstation logic to find out what is the best way to produce as much as possible!
Small team, worked as a Game Designer. Prototyped a Minimum Valuable Product in 2 months, then launched it.
Switched to Live Op Game Design in a weekly update process. Working with Excel to do balancing. Feature design. Focus : creating a long viable and entertaining experience within short game sessions.
Creating documents, using "Jira", "Git", "Playfab", "Fabric", "Xmind", C# to link excel data sheets in the game.
October 2017 (Game Designer)
Idle Miner Tycoon Become an industrial tycoon by managing your mine & idle profit! Expand your empire & give it a boost with managers that will automate the workflow of your mine! Take on the challenge and discover the best mining strategy and earn as much cash as possible!
Being part of the GD team meant to be able to do everything, from high-level to low-level game design. I was sharing with others in the team the game balancing using Excel sheet. I was part of the decision making in the game's future. Creating documents, reports, presentations, using tools such as "Jira", "Git", "Playfab", "Fabric", "Xmind", using C# to link excel data sheets in the game.
June 2017 - April 2017 - July and Augustus 2016 (Level Designer)
Bombslinger is a Bomberman-inspired Wild West action game with bombs! A solo hardcore reinvention of the iconic explosive action!
A Rogue-like, Dungeon Crawler with randomly generated monsters and level, boss.
I have worked on Level Design, 600+ maps, I’ve worked on game design, I’ve done design sheets as procedural generation of monsters, iterations on start rooms. Those sheets served me later when they asked me to do some balancing (monsters presets, gold, mana, hardness of the game). QA testing, using “Mantis” as bug reports. I’ve reworked some art assets and worked on some UI and UX design.
- Design Doc: Challenge room / Procedural Dungeon Rules / First Room / Room design
October 2016 to June 2017 (Level Designer)
Research Senior year project with Raphael Rainard (the game author) and Alexis Coteur. First person 3D Adventure, Puzzle game where you explore an alien planet as an archeologist looking to un-curse his malediction
I was responsible for the Level Design, Implementing and creating the gameplay, narrative scenes, cutscenes leading to objectives.
Game Design, Programmation,
some 3D art assets, Concept Arts, environment design, UI and UX design and art.
October 2016 (Pixel artist - Designer)
FallBot You are the two remaining robots of the humanity, G.O.R.G (Galactic Observation and Repair Guardian) and N.I.C.O (Networked Immediate Calculation Organism) trying to explore space with the last earthling plant left. But during your travel through the galaxy, your spaceship will hit a meteor and N.I.C.O. will be trapped in it. You play both robots, one is trapped in the center of the meteor with the last plant, the second is trying to save him.
"Pixel Museum – Opening (Group), Pixel Museum – Schiltigheim, Schiltigheim – Strasbourg – France
We got selected to be one of the game that would be showned at the opening of the pixel museum of strasbourg with the game “FallBot”