I mainly work as a Game and Level Designer for video games with small and very small teams. I also have gained experience as a UX designer at Ubisoft Paris and regularly also help in that capacity for smaller teams.

Alongside my freelance work, I have co-founded studio Quasi Quasi in 2023, and enjoy making small experimental games and prototypes.

I mainly work as a Game and Level Designer for video games with small and very small teams. I also have gained experience as a UX designer at Ubisoft Paris and regularly also help in that capacity for smaller teams.

Alongside my freelance work, I have co-founded studio Quasi Quasi in 2023, and enjoy making small experimental games and prototypes.

Pikuniku 2 is an upcoming adventure game set in a colorful and wacky world. I'm working as a Game and Level Designer on the project !

Domus (unreleased) is a first-person exploration game, set in a luxurious, technologically advanced estate. Built by a billionaire to comfortably endure the end of the world, it also holds much bigger secrets... As a maintenance worker, hijack its robots and security systems to access off-limits areas, and uncover the truth. Inspired by the "knowledgevania" genre of games ranging from Myst to Outer Wilds, Domus is a game where progressing means discovering the rules of the world that surrounds you.

Domus is a project of studio Quasi Quasi, that I founded with Robin Maulet and Noé Mignard. We worked on and off on the project between 2020 and 2024, on Unreal Engine. We finished a Vertical Slice with a grant of the french National Centre for Cinema (CNC).

We shared the creative direction with Noé and Robin, and I more specifically developed the Game Design, did Blueprint programming, and worked on the UX/UI. We were joined by Katharine Neil on Narrative Design and Sidney Guiot on programming.

A series of small games and experiments on itch.io.

Terra Memoria (2024) is a retro-inspired RPG set in a magical world inhabited by anthropomorphic characters, developed by french studio La Moutarde.

As a Level Designer, I developed most of the game zones with areas of battle, puzzles and narrative development. I used the fixed camera as a tool to direct the player, create a sense of discovery, and make it feel like the world is bigger than the actual navigation space.

Click here or here to see (extremely) HD footage of the exploration

Ghost Recon Breakpoint (2019) is an open-world tactical shooter developed by Ubisoft. I worked on the game as a Game/UX Designer, developing many game screens and menus, and more specifically designing the game's onboarding.

The challenge was to introduce the player to the game's mechanics in a semi-open tutorial, which had to adapt to the player's own exploration choices.

Forgotten Mines (2024) is a rogue-lite tactical game where you control a team of warriors trying to go deep in dangerous mines. The game is developed by Cannibal Goose.

I contributed on the UX Design by making a new wireframes for most screens of the games, optimizing space and readability in a game that is filled with stats, abilities and types of enemies.

Uncrashed FPV Drone Simulator (2021) is a FPV drone race simulation game , developed by Luminite. The game targets fans of FPV drones and allows to use a drone controller directly in the game.

I worked on the project as a UX Designer. I updated the HUD for the online multiplayer mode, revamped the menus and tutorials.