Snowtopia, Tea for two

Ski resort management game, PC
Early Access: Q4 2019
Open Alpha available here


Game Designer | April 2019 – September 2019 (6 months)

  • Systems Design (skiers core systems, research/upgrades/skills tree)
  • Work jointly on the core mechanics of the game (building lifts and drawing trails)
  • Complete already existing Design Documents and specify the functioning of the different features
  • Write Design Documents for the new features
  • Balance the newly designed and implemented features
  • Search for real-world references and facts about the different features available on the game
  • Prepare the next game design and UI updates with the main programmer and graphist
  • Retro-engineering on management games

Documentations on request.

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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.

Website

Unannounced projects, Smart Tale

Narrative Survival Game, Mobile
Racing Game, Mobile
Deck Building Game, PC & Consoles
Release date: ???


Narrative & Game Designer (Intern)

  • Design brand new IPS for the studio
  • Retro-engineering on narrative games and deckbuilding/roguelike games
  • Design of the main features for a survival game and a narrative game
  • Design of the main features for a deckbuilding/roguelike game
  • Narrative systems and dynamic contents writing and design (branching dialogs, event system)
  • High-level Level Design briefs and design
  • Worlds and lores creation
  • Management
  • Game concepts writing

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.


Smart Tale website

Gear.Club Unlimited 2, Eden Games

GCU2_2

Racing game, Nintendo Switch
Release date: Q4 2018


Game Designer (Intern)

  • Design a brand new menu (Career Menu)
  • Redesign the flow and the navigation through different menus (flow charts, powerpoints)
  • Localization of the new menus
  • Join an on-production team with their specifics tools (Jira, Wiki, Unity add-ons and Perforce) on an existent IP

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.

Website

Work-In-Progress images

Unannounced project, Eden Games

Mockup Ingame 1.8

Racing game, Mobile
Release date: ???


Game Designer (Intern)

  • Design a new IP based on the strengths of the studio
  • Retro-engineering of successful mobile games
  • Design of several game formats
  • Ingame economy
  • Lootbox system
  • Different ranking systems
  • Design of a shop and a skills tree
  • Design the acquisition of a new public, not already conquered by Gear.Club 
  • Design features for the retention and monetization of the game
  • Flow and navigation through the application

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: ???

Eden Games website
Smart Tale website

Les Selenautes

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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.

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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

 

 

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Deadly Riff

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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


 

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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!

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The day I met LAIA

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.

WEBSITE

TRAILER & TEASER

 

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Hindrance

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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

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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.

ITCH.IO PAGE

Hindrance

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