Role : Lead Game Designer, Level Designer This is my final year project for Supinfogame. With a 8 people team, we are working on the Unreal Engine 4 and with the Oculus technology in order to create the most immersive experience. Close Call is a survival in space using the virtual reality. In an uchronia of the Cold War, the player is put in the suit of an astronaut lost in a devasted russian space station. He must escapes while deciding to follow or not an Artificial Intelligence that is carrying. The game offers two navigation systems : one in zero gravity and the other one on the ground but with an artificial gravity. During his journey, the avatar needs two main ressources which are the oxygen and the energy cells of his suit. With them, he may be able to reach an espace pod and get back home. Level Design I'm in charge of the creation of several levels in the game for both outside and inside phases. I work mostly with modular assets and BSP with a power 2 grid. My tasks are : creation of level […]
    Role : Game Designer My Little Avengers is a project made in 14 days with a team of 10 people for Gameloft. Several constraints were imposed on us by the developer : we had to make a puzzle game and create an universe mixing the licence My Little Pony and Avengers. In a 3D environment, the player has to lead the ponies to the end of each levels by using his analysis & reflection skills. To do this, he must put the ponies at the right spot by switching their positions to avoid obstacles and collect the right objectives. Each pony has a simple objective which can be collect only by him and also 5 double objectives. These can be crossed by 2 ponies. The player must react in less than 5 secondes, a timer making the level scrolls automatically, and can switch a pony only once per turn. Game Design For this project I made a Game Design Document and lead 2 Game/Level Designers. I designed the following features of the game : Core gameplay (Swipe, Timer and Skip) Mix between each pony and Marvel's heroes Obstacles Objectives (Simple and Double) Abilities Power-ups Level Design Even if […]
          Role : Level Designer, Programmer (Kismet) With a team of 5 people we had to make a map with the Unreal Development Kit 3. We only used the assets already provided by UDK and concentrated on the Level Design. The map is for the Capture the Flag mode and our aim was to exploit the verticality through a map which is dynamic and alive. Each flag is place at the center of each team base. Surrounded by a gigantic Titan, players can choose several paths to get there and catch their objective. Only two weapons are available : the rocket launcher and the shock rifle. The first one is close to the spawning point of each team meanwhile the second is on the side of the map. Level Design I participated in the design of several aspects of the map including : bumpers spawn of each team pick-ups (weapons, health and others) teleporters movable platforms elevator I merged the work of each member of the team during the conception of the map and I also took care of the path node system for a possible integration of bots. Programming I created all the kismets of the […]
    Role : Game Designer, Level Designer Smip was a project we made in 14 days with a team of 10 people. It was part of a contest for 75th Anniversary of the famous publisher of comic albums Dupuis (Spirou & Fantasio, Lucky Luke, The Smurfs …) and this project won ! Playable on tablet, the player has to rotate the device to change the gravity of the ship. He has to collect the several magazines et comics that the character lost after a breakdown of the gravity generator. This project was made during my 3th year in Supinfogame. I worked as a Level Designer for most of the time with 2 other team members. This was my first experience for an external request. Game Design At first we had to made a concept for the game. It was my idea which was selected by the team. So during the first day I worked on : created the concept of the game designed game mechanics designed interactive objects create behavior document for the programmer signs & feedbacks listing Level Design Then, when the concept was validate, I started to work on the Level Design of the game. create concept […]