🏆 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
Concept and technical documentation for requested levels
Drawing maps (Illustrator & Photoshop)
Block-out of different levels in Unreal Engine 4
Narrative missions
Writing of a full sequencer of the entire game experience
Adaptation and integration of in-game dialogs based on a dialog script
Documentations on request.
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.
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.
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.
Blockout 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)
Storyboard of the entire sequence of the previous test scene (environment, scripts, Kaiju behavior)
General map of the 1st island I draw to set the different places, with the path the player will follow during this episode.
Dialogs I wrote for this vertical slice.
One 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.
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.
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.
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.
Articles I wrote for the background story of the dancer
Early 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.
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.