FC5, Sherman Island (WIP)

This is a work in progress. 


Level Design practice
Far Cry 5 editor (Dunia Engine)


  • Work with the Far Cry 5 editor
  • Pacing, framing, and navigation
  • Use the scripting tools
  • Build a mansion with several rooms and possible encounters
  • Build a fully playable level


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

  1. Pick-up weapons and health pack
  2. First enemy
  3. Group of enemies
  4. Use the quad to get to the mansion
  5. OR find the hidden turret
  6. OR Use the cliffs to approach the mansion
  7. Break in the mansion & kill the targets
  8. Escape the island


Macro Nodes


Screenshots from the player view




Greyblock process

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First Paper Designs & Layouts


Moodboard for architecture, lighting, and atmosphere

UE4, Public Baths


Level Design practice
Unreal Engine 4.21


  • Grayblocking with BSP on Unreal Engine 4
  • Pacing, framing, and global shapes
  • Simple Blueprints (Water material, Emissive material, trigger & door, dialogs system, simple interaction)
  • Rought lighting/textures


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

Top down map


Walkthrough & Macro Nodes

  1. Enter the baths
    The player begins at the reception of the baths. As the VIP area is a forbidden place, he/she has to enter through the main way, after the lockers. This is the first place visited by the player and he/she can already different size NPCs around the place (it’s a sci-fi lore, there’re a lot of species besides humans). Following a large stair, the player arrives at the main baths.
  2. Talk to the bartender
    Directly in front of the lockers’ stair, the player can see the first objective: an available NPC at the bar, behind the giant rocket engine used for the steam. The player crosses the first part of the baths to talk to the bartender, an old friend. The bartender gives the player the quest objective (steal the keycard!) and some information (the target is in the VIP area).
  3. Unlock the maintenance corridor
    Once the objective is given, the player can walk across the baths and try to reach the second area, the VIP one. Guards are blocking the way in. A small maintenance corridor exists at the extreme right of the baths. To unlock the corridor, the player has to go upstairs, on the walkways, using a large stair near the bar. After a brief exploration, the player uses the control switch to open the maintenance corridor, a short ladder allows the player to reach the corridor from here.
  4. Find your target
    At the end of the corridor, the player has to push some box and stuff stocked here. He/she has now a global view of the VIP baths. The VIP exit isn’t available until the player has reached the objective (steal the keycard). From this perspective, the player can see the private baths, and one of them is more lit than the other ones. The main target (a local mafioso) of the player is in this private room. Unfortunately, there’re guards protecting the occupied private baths. The player has to find an available and under repair bath. A trapdoor is opened in the bottom of the empty bath, the player uses the ladder below to pass one floor down (to the basement).
  5. Go to the basement
    A dark corridor links all those under-baths-passages and goes along private baths. It allows the player to get close his/her enemy and to listen to the target speaking with someone, revealing where the keycard is (with a henchman on the bleachers at the back of the VIP area). Following the basement corridor and visual repairs, the player arrives at the back of the VIP area, below the bleachers.
  6. Steal the keycard
    Following the under corridor, the player will arrive at the end of the VIP area, behind the large bleachers. After climbing behind those bleachers, the player can steal the keycard near the henchmen sit here.
  7. Leave the place
    Once the keycard is stolen, the player has 2 choices: continue to explore the basement and discover a hidden trap door or turn back and get out of the basement by the same way he/she has arrived. Once on the main floor, the way is clear to leave the VIP area through the VIP exit.

Macro Nodes


Flow of the level

Baths Flowchart


Screenshots from the player view

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Key elements to guide the player

Line of sight




Greyblock process

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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. 🚀

Kaiju Snap


VR Drone Pilot Game, PC
Student project (CNAM ENJMIN), 4 months of a vertical slice production

Level & Narrative Designer

  • General flow in the game
  • Level Design of big areas (being aware of the VR drone controls challenges, greybox/blockout, drawing maps and schemes)
  • Lore and characters creation
  • Storytelling, storyboarding
  • Dialogs writing
  • Voice casting and voice direction during recordings
  • Writing and design the drafts of the next episodes (Episodic model)

I came on this project with a double role, Level and Narrative Designer. On the first week, I set a “typical Kaiju Snap experience” model with a storyboard and some key points presentation. With the basic ideas given with the pitch, I structure those elements on a first scenario and keys elements for the game experience.
Starting there, I worked in collaboration with the Game Designer of the project on the creation of a vertical slice, representative of our game. I used excel tabs (challenges and elements repartition), maps with multiples layers and legends, powerpoint/google slide presentations, storyboard, design posters (One Page Design) and rough Unreal scenes (greybox/blockout). I mixed Rational Level Design with a more systemic approach of the world and level building. I also designed some guidelines for our episodic model and wrote summaries of scenario and gameplay elements of the following episodes.

Our entire Game Design Document is available here: Kaiju Snap GDD.
Besides some introducing texts and resume, I wrote the following sections, available in smaller pdf here:
Narrative Content (Character, Scenario, Universe)
World Design (Map, Tracking Zones, Specific Sequences)
– Gameplay Progression (Gameplay Mechanics, Experience Duration, Environmental Progression, Difficulty Curve)
– Level Design (Rules, General Description, Low-Level Design)

Demo – Gameplay Video

A rough map of the vertical slice I draw. to have a general idea of the level layout, the Kaiju and the drone paths.


pastedImage0Blockout I made for our vertical slice, water levels, stream, and creature movement spline were added at the same time.


With this blockout, I draw different maps to compile informations (scripts, vegetation type, water levels, flooding/current direction…)


Blockout for a test scene (scales between the Kaiju and its environment, simple movement splines)


kaiju storyboardStoryboard of the entire sequence of the previous test scene (environment, scripts, Kaiju behavior)


IslandMapDetailsAndPathGeneral map of the 1st island I draw to set the different places, with the path the player will follow during this episode.


Kaiju Snap DialogsDialogs I wrote for this vertical slice.


One Poster DesignOne Page Design I made for this 1st episode.


About the game

A journalist duo sends a drone to an archipelago formerly used as a nuclear test site. Their goal is to find evidences of a unique environment to classify as world heritage. But they found a giant and totally unknown creature…

Kaiju snap is a solo game where you take control of a drone using your preferred VR headset and a game controller. You use the drone to take pictures of the fauna and flora. In this game you have a documentary approach to your objectives: you are here with a specific mission to fill, take pictures of a unique wildlife. We set the game on two important pillars: Marvel and Control. Our core gameplay is taking pictures of fauna and flora of the island while searching for some hints of the presence of a giant a mysterious beast. Those hints lead the player to specifics zones where he/she can encounter the creature and take photographies of it.



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Les Selenautes


Shooter defense on tablet with physical connected figurines
4-day student project (CNAM ENJMIN)

Game & Level Designer

  • Design core features
  • Design of the 4 characters mechanics

Each character should have its own, unique and easy-to-understand mechanic. You can use the four figurines at the same time.

About the game

Les Selenautes was made during the Inclus et Connectés workshop at the CNAM ENJMIN. The goal of the week was to make games adapted for people with disabilities. We chose to develop a tablet game with connected figurines we’ve specially made for this experience. The game is mentally handicapped children and Down syndrome friendly. Each of the 4 figurines has a unique effect. You can grab it, put it on the tablet and rotate it.

Our 4-day prototype


inclusetconnectes_98You scan the figurine by putting it on the tablet


DMkurQuXUAAtSuwFigurines are detected by tablet thanks to their conductivity


les-selenautes-utilisent-des-figurines-a-placer-sur-une-tablette-tactilePlayable with one hand




Deadly Riff


A rhythm n’ versus game, PC.
A project made with a small team of schoolmates during 2 months.

Game & Level Designer

  • Design the core features
  • Level Design (musical level design, mapping songs)

I came with the idea of a rhythm and versus game with the main programmer. With a composer and a graphist, we’ve made the first prototype for the Airconsole Developers Contest in less than a month. I set the main mechanics and the design of the game. On the 2017 summer, we add three more people to our project. For this desktop version, I was responsible for the general game design and the level design/mapping of the songs. I used a version of Editor on Fire (Custom Forge) to map the music.

Song mappings I made on Editor on Fire


Some design and mockup documents I made for the project


6Screenshot of the second prototype



1First prototype of the game for the Airconsole Developers Contest 2017

About the game

Deadly Riff is a versus game taking its origins in the Arcade world. Each player embodies a guitarist, standing on a zodiac hold by a crowd. By keeping the rhythm and playing notes at the right timing, the player can attack his opponent and hope to make him fall of his zodiac raft.

Initially, the project was planned to be streamed on Twitch. Deadly Riff gives to the viewers the opportunity to take action during the game, like a real concert crowd, through keywords causing special actions (ex: flying beers, broken string for one of the player, etc).

The first version of the game was made for the Airconsole Developers Contest (2017).

Soundtracks available here!




The day I met LAIA


Audio-only narrative adventure game, Mobile (Android)
A student project made during 4 months

Game & Narrative Designer

  • Original Idea
  • Design main features (cowork)
  • Design simple puzzles (cowork)
  • Dialogs writing
  • Lore & Characters design
  • Narrative systems design
  • Voice casting and voice direction during recordings (French & English)

As the original author of the project, I came with this strong idea of an audio-only game, inspiring by audio and radio fictions. During the 4 months of the project, I bring a whole sci-fi background to the project and its main character. I was responsible for the dialogs and audio logs (more than 100 replies and translated in French and English), the universe and the scenario. As a student project running for the Hits Playtime contest, we needed a strong communication about our game. I help in this communication campaign with the teaser and trailer, ideas to communicate on an imageless-game, etc.

You can find a record of a full session of the game (about 36 minutes) here in binaural 🎧.
Most of the game sessions last 45 minutes to 1 hour. As we were the one recording this walkthrough, we’re faster than a regular player.

Lore & Character

Dialogs extractExtract of the dialogs of the narrator

About the game

Play as UGO, a small maintenance robot awaken in a distressed spaceship by its Commandant locked away in the flight deck. You are lost in the Koriavov, a drifting settlers-ship headed for a new exoplanet, with no way to send a distress call. Explore the almost abandoned ship, and find a way to call for help.

The day I met LAIA is a short audio-only experience where you are able to live a story, solve puzzles and enjoy the environments. We want to experiment an unusual technology for our game: the Cardboard and the Gear VR. All of our sounds were made for a binaural experience, and you can listen to our trailer in 5.1. The project is presented on June 12th and 13th at CNAM-ENJMIN and on June 24th in Paris for the end of the Hits Playtime contest.






boarding pass






Interactive experience, Tablet (Android)
A student project made during 4 months (CNAM ENJMIN).

Game Designer

  • Design of the core features (cowork)
  • Help on the Level Design (cowork)
  • Writing of the character background story
  • Writing fake newspaper articles about the character

As the second game designer of Hindrance, I worked with the other game designer on the core mechanics (gestures, obstacles) and the level design. I also set the background story of the character and wrote a dozen of fake newspaper articles for the game booth at its presentation.

img_0607Articles I wrote for the background story of the dancer


Phase2_V2_TutoEarly schemes for the first two levels of the game.

About the game

In a poetic universe, guide a dancer step by step through this unusual mental journey, letting yourself be carried away by rhythm and hope.

The game is focused on dance and movement, developed by six ENJMIN students during 4 months as a school project. Animations were made both by motion capture and digital animation.




img_0604img_0605Hindrance booth where the jury can come to play the game, creating like a dancer’s dressing room before a performance. 

Don’t Make Waves (GGJ 2017)

dmw banner

A narrative game, PC
Game made during the Global Game Jam 2017 edition

Level & Narrative Designer

  • Level Design of the home
  • Writing dialogs
  • Help on the story writing

About the game

You’re at your parents funeral. You were told they died in a car crash, but you know it’s not an accident. Their murderer might become your foster family. Choose well…

You play a young child at his parents funeral. You have to listen to all the gossips and family dramas to understand what happens.


dont make waves