
Solo third person game
In development
Based on the Marvel license character Blade.
Level Designer | July 2024 – Now


Solo third person game
In development
Based on the Marvel license character Blade.
Level Designer | July 2024 – Now


Narrative RPG, Investigation, PC/Console
Release date: May 2022
Based on the tabletop RPG license Vampire: The Masquerade.
Quest & Level Designer | January 2020 – June 2024
I participated in a series of interviews on the quest and level design aspects of the game and on the characters.
About the game
Developer: Big Bad Wolf
Vampire: The Masquerade – Swansong is a narrative-driven, single-player role-playing video game in which the player controls three vampires with different vampiric disciplines (abilities),switching between them over the course of the game. The player can customize the characters by choosing to upgrade their disciplines and character statistics to suit their preferred playstyle; this influences character interaction and skills used while exploring the game world, such as picking locks and hacking computer terminals. Throughout the game, the characters are put in difficult situations where the player has to make moral choices.
The story is set in Boston, in the World of Darkness, where vampires exist unbeknownst to humanity – the vampiric practice called the Masquerade, which is upheld by the vampire sect the Camarilla. There, the new Camarilla Prince Hazel Iversen is trying to strengthen the Camarilla’s presence by bringing Boston and Hartford together. The story follows three vampires from different vampire clans with differing views on the Camarilla’s rule, who investigate conspiracies in Boston following a shootout, starting with who ordered the attack and why.

Solo Adventure, PC/Console
In development
🏆 Best PC/Console game Award, Game Connection
🏆 Most promising IP Award, Game Connection
🏆 Excellence in Art Award, Game Connection
Level Designer | August 2019 – December 2019
Narrative missions
About the game
Developer: Metaphora Entertainment
LIGHT THE PAST, SEED THE PRESENT, BLOSSOM THE FUTURE.
In a world on the brink of perdition, the Moonycat, last-born and last of his kind, has to fight an invincible pandemic that threatens the world.
Aided in his quest by a heart of a star named LUX, the heroes will lift te veil of mystery that floats on the past of Metaphora and the disappearance of the Moonycats.
LUX will be the key to save METAPHORA and make the planet blossom again.
Solo co-op adventure
Play two characters, the MOONYCAT and LUX, that you can switch anytime, anywhere. With their different and complementary set skills and abilities, their cooperation is essential to complete quests and progress into the story.
Explore the world
Lead a journey into the unknown as you explore a dying planet and unravel the mysteries that floats on the past of METAPHORA and the disappearance of the MOONYCATS.
Control the GEOPODS with LUX
GEOPODS compose the fauna of METAPHORA. These crazy little creatures, obsessed with seeds, will help you to solve puzzles and fight the DARKSEED.
Save the world from the pandemic
Use LUX to fight the DARKSEED, decontaminate infected areas and make METAPHORA blossom again.

Ski resort management game, PC
Early Access: Q4 2019
Open Alpha available here
Game Designer | April 2019 – September 2019 (6 months)






About the game
Developer: Tea for two
Design the perfect ski resort
Build ski runs and lifts, improve the resort and manage the workforce to attract ski lovers of all kind. Will you create a charming village or concrete blocks? That’s up to you!
Satisfy challenging visitors
The success of your station relies on the well-being of visitors. Choose wisely the ones you want to attract and keep them happy!
Enjoy the surrounding mountains
Surrounded by stunning landscapes, take a break and enjoy the view. Snowtopia is a feelgood game that immerses you in a wintry and cheerful spirit.

Level Design practice
Far Cry 5 editor (Dunia Engine)
Goals
Level Overview
Game Mode: Bounty Hunt
Objective: Find your primary targets, kill them and escape the island.
TPS, Stealth.
I’ve wanted to train the Far Cry 5 editor which is a great tool for Level Design and script training. I’ve started to write the main goals and places of interest in the level. After that, I begin to draw different maps and layouts. How many different paths for the player? How to reward exploration and stealth? Then I jump into the editor to test a few things, starting with the global shape of the island. I draw the main roads/pathways, put the major volumes and obstacles and test it. If it’s too long, I reshape the island. After the global shapes are done, I work section by section. The spawn point is at the top north of the island so I place 2 basics knives and a health pack for the player (Player starts the level without any weapon). I tested different positions and orientations for the first enemy encounter to allow the player to kill him easily but yet keep this dangerous/stormy/stressful atmosphere. Once this first section is done, I move to the next one. At each step I test the full level: how does it work between sections? Is it too long? Did the player can constantly know where to go?
I run some tests with the wanted weather (stormy and foggy) to check on visibility and objectives.
Walkthrough & Macro Nodes

Screenshots from the player view



Greyblock process
First Paper Designs & Layouts
Moodboard for architecture, lighting, and atmosphere

Level Design practice
Unreal Engine 4.21
Goals
Level Overview
Objective: Find your target and steal his keycard.
Action/Adventure, TPS, 3D fictional game.
I started this level to train my level design skills on UE4. The project is simple: a grayblock level with simple shapes, the first layout of lighting (guiding the player’s eyes) and some textures and materials to help to visualize the level. I draw different maps and layouts of the level I want to create, with the different paths and basic shapes for obstacles and walls. I build it step by step in Unreal Engine 4, starting with global volumes than adding main ways and architectural guidelines. I test my map multiple times to assure the different ways, objectives, and options are clear. Details and smaller blocks are added on this first base. Lighting is an essential tool to guide the player, I set some basic lights in the level.
Walkthrough Video
General map

Walkthrough & Macro Nodes

Flow of the level

Screenshots from the player view
Key elements to guide the player



Greyblock process
First Paper Design & Layouts
Moodboard for architecture, lighting, and atmosphere
This map takes place in a fictional TPS sci-fi game. Those public baths are common into big cities and spaceport on the ground (planet or moon). The baths are generally built in the buildings’ basements. It’s a mix of rusty metallic architecture and big ponds of water. Clients can be humans and other alien races, installations are adapted to them. An old rocket engine is used to create the heat and the steam for the whole installation. Recycling part of ships is common in this universe. A garbage space lore. 🚀
Narrative Survival Game, Mobile
Racing Game, Mobile
Deck Building Game, PC & Consoles
Release date: ???
Narrative & Game Designer (Intern)
I worked on 2 main projects for Smart Tale and write several game concepts and concept iterations for the studio. I was the main Game Designer of Smart Tale and in charge of managing the 2D Graphist and the main prototype development with two other developers. Both of the projects were on the pre-production/concept period.
Some examples of the mockups I made for Smart Tale
Some of the narrative contents I made for Smart Tale
Some examples of the documents I made for Smart Tale
Some documents are blurred out of respect for the studio and the concerned people.

Racing game, Nintendo Switch
Release date: Q4 2018
Game Designer (Intern)
Some examples of the mockups I made for GCU2
Some examples of the flowcharts I made for GCU2
About the game
Developer: Eden Games
Publisher: Microïds
This new entry to the series will have you racing along on more than 1800 miles (almost 3000km) of roads on mountainsides, through nature parks, in the middle of the desert, and along the coast. Featuring more than 250 races, including championships, missions and challenges, the game will allow to go behind the wheel of more than 50 licensed cars from the world’s most famous manufacturers, such as the Porsche 718 Boxster, 918 Spyder, 911 GT2RS, Dodge Viper, Lotus 3-Eleven or McLaren 720s.
Work-In-Progress images

Racing game, Mobile
Release date: ???
Game Designer (Intern)
I was the only Game Designer fully assigned to this project. I’ve participated in several meetings with producers and potential publishers, including a full presentation of the concept to a Millenial Esports team, visiting the French studio.
Some examples of the mockups I made for this project
Some examples of the flowcharts I made for this project
About the game
Developer: Eden Games & Smart Tale
Publisher: ???