Professional projects

EXOGRAPHER (formerly Reveal)

Explore a forsaken planetoïd and discover the fate of its inhabitants through their mysterious experiments. Unlock powerful equipment to overcome numerous challenges in this hostile environment.

EXOGRAPHER is a 2D puzzle platformer game about particle physics. It was developed at Ecole Polytechnique by a team of 5 to10 people, including video game professionals and a particle physics scientist.

I have worked on this game since its beginning. As the only game designer on this project, I proposed the game concept, imagined various gameplays, and produced paper prototypes and game design documents. I designed the 28 levels of the game from greybox to final. I also worked on Unity prototypes and as an additional programmer (C#), mainly on 3C, game and puzzle mechanics, and UI. Additionally, I helped project management by setting and administrating the JIRA project. Finally, as secondary tasks, I created an encrypted font for the game and made a trailer to pitch the project. 

URBAN RIVALS

Urban Rivals is a free-to-play trading card game with some specific features. First, the players can temporarily boost their card with a limited resource, adding a betting aspect to the game mechanics. Secondly, the cards that can be bought with hard currency, can also be sold by players on an open market with soft currency, which is uncommon in a free-to-play business model.

Urban Rivals has been live since 2006.

I worked on Urban Rivals from 2015 to 2016, mainly on a new game mode, tutorial improvements, and the design of an unreleased side app focused on the card market. I also monitored the game KPI and applied minor tweaks to its economy.

SERIOUS GAMES

At the beginning of my career as a game designer, from 2009 to 2011, I worked on many serious games at KTM-Advance. These games were developed in Flash by teams 5 to 10 people for various companies. Over these two years at KTM-Advance, I delivered 6 projects. Below you can learn about these projects.

Blossom Flowers was the first serious game I worked on. This light farming game lacked a bit of challenge so my mission was to make it more “interesting“. With the team, we then added a simple time based challenge where it took time for crops to grow and harvest, and the players had a limited time to satisfy deliveries.

L’En-Jeu Professionnel is a game inspired by Everyday The Same Dream (Molleindustria - 2009). Players    are challenged by point and click like puzzles, which allow them to progress in the game and unlock various content on how to handle a professional career.

SUEZ Ambassador is a builder game designed for SUEZ Environment’s new recruits. In each mission, the players have to manage one of the company’s activities such as waste management or water distribution.
SUEZ Ambassador was awarded « Best Serious Game » at the 2011 serious game expo in Lyon.

(art by Loïc Normand)

EMPIRE OF SPORTS

Empire of Sports was a Massively Multiplayer Online Game developed by F4. The game’s ambition was to allow the players to experience various collective or individual sports such as football, basketball, skiing, bobsledding, and tennis. Players’ avatars were earning global and per sport experience and skills.


I worked on Empire of Sports during my internship as a game designer in 2009. I had various tasks. I tweaked specific game compartments, such as basketball shooting difficulty depending on character’s level. I also adjusted and integrated skill trees, designed gameplay improvements, made benchmarking, etc. It was a great first learning experience, especially considering that I got to work with a team of about 100 talented people.

MLB Ballpark Empire  - Behaviour Interactive

QA

My experiences working at multiple companies of different sizes and diverse processes (F4, EA Mobile, Behaviour Interactive and Black Sheep Studio) helped me cultivate valuable skills as I explored the role of QA. I worked both on teams of different scales, as well as autonomously to complete a wide range of tasks. It taught me how to thoroughly communicate issues to developers regardless of their specialty. It also gave me a better understanding of the development process and how to manage it. Finally I learned how to build and administrate a JIRA project, a knowledge that I continued to apply in my other work experiences.

Exalight - F4

The Sims mobile - EA Mobile

The Crew Road Empire - BlackSheep Studio / Ubisoft

Battleship mobile - EA Mobile

Scrabble- EA Mobile

Antiques Hunter: Portobello Road - Behaviour Interactive

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