Role : QA Analyst Duration : 18 months For : Focus Entertainment
Missions : • Collaborate closely with the developers to ensure the high quality of the game. • Responsible for identifying, tracking and effectively reporting issues through advanced use of the JIRA platform. • Participate in weekly meetings with game developers to discuss progress and improvements. • Actively contribute to the continuous improvement of the gaming experience by providing detailed feedback and constructive recommendations.
Hardspace : Shipbreaker is a 3D puzzle game where the player is a shipbreaker, a job with heavy risk but high rewards. The job of a shipbreaker is to salvage every component of old space ships in the minimum amount of time, without making everything explode – player included -.
Role : QA Tester Duration : 6 months For : E.V.A. (website)
Missions : • Actively contributed to the launch of VR experiences AFTER-H and EVA Stadium. • Played a vital role as QA Tester, ensuring optimal game quality and reporting bugs to the development team. • Participated in major events, including Paris Games Week 2019, where I proudly represented the team and the game to an enthusiastic audience. • Tested different versions of the game, including the indoor arcade version, the Steam version and the impressive 500m² freeroaming arena, allowing players to roam freely. • Used tools such as Trello and Google Sheets to generate detailed bug reports and developed custom test sheets to help organize and track issues.
After-H for EVA Stadium is a very innovative 4v4 competitive VR shooter. Each player has a VR headset, a VR gun and a PC-Backpack that allow them to move freely in spaces up to 500 m².
XTREM DERBY DEMOLITION is a mobile game concept made during my last year at ICAN. The teacher asked us to make a very complete presentation of an interesting game concept of our own. We decided to create a game about destruction derby with simple but nervous mechanics.
To fit with mobile games constraints, we decided to use simple mechanics to move the car in the arena. The player is allowed to play as much as he/she wants but his/her progression is slowed down by a car upgrade mechanic that require real time or real money.
Team: Morgane ABECASSIS – Apollinaire BEHRA LE CAM – Alan CAILLEREZ – Jean DESBEAUX – Clément NOWACKI
Styx is a stealth video game made by Cyanide Studios. The main character, Styx, is a green goblin who masters stealth and discreet robbery. He is also addicted to a drug named « amber ». The following work was made for my level design classes during my bachelor at I.C.A.N., Paris.
This level was built with Unreal Engine 4.
STORY – BACKGROUND OF THE MAP
Styx is running out of Amber and hears of an Amber Bank where astronomical quantities of the precious liquid would be stored. After finding the position, he decides to rob it.
This level includes one main mission (steal the amber stock of the bank) and one secondary objective (eat all the contents of the buffet in the offices)
CONCEPTION
Above: A draft I made Below: The level (blocking) finishedYellow lights : main path for the player White lights : secondary paths for the player Blue lights : secondary objective zone Red lights : « You almost finished the level keep it up » incentive The player starts at the bottom of the screen.
The level was created with several layout of height to offer many ways to inflitrate the bank.
Pictures 1 & 2 : Entry hall, the player can walk on the ground or on the chandeliers. Picture 3 : The player is hidding under the archives section of the bank. He/she can now obserse the gard’s routine. (Click on a picture to enlarge it)
REFERENCES
I tried to convey a certain idea of wealth. I looked at french castles like le Louvre or les Invalides in Paris, France, which have long galleries with high ceilings, large corridors richly decorated with paintings, statues and a few big chandeliers.
Role : Game design & Game art Duration : ~4 months, as a student project Engine : Unity Skills : • Creation of easy-to-understand game items • Creation of a fun universe to play with • Team working
BWOK is a sandbox game where you play as the kind astronaut farmer who raises a bunch of beaked scoundrels.
Chickens have differents elemental states (frozen, in fire etc.) that they can transmit to their peers and some environmental items, such as the player precious but very delicate corn field. Unconscious and insensitive to the consequences of their actions, these cute gallinaceans tends to create a monstruous chaos!
Large view of the game area with a bunch of bwoksBwoks are able to swim. Sometimes.Player’s main mechanic is to move and throw chickens.A bwok chillin’ with its friendsChickens grows when they eat cornOnce they’re one fire, they are unstoppable
A gameplay video made by a player/youtuber while discovering BWOK (in French):
BWOK is also the basis of another project named « BWOK BALL« . The core gameplay remains the same but some tweaks were applied to turn a low-pace sandbox into a frenetic 2v2 couch game !
Every player has to find specific chickens to score a maximum amount of points by throwing them into goals. The time is limited, and each team can steal their opponents high-score-bwok!
In-Game screenshot with the splitted viewView of one player. Bwoks with afro haircuts score more point!Ending screen with « trophies » to make everyone winView of the main menu. The camera pan around the arena.
Role : Game design & game art Duration : ~ 4 months, as a student project Engine : Unity
Skills : • Interactivity between the differents states of every characters • Design of child-friendly universe with a dark plot • Team working • Learned how 3D games work
GONZ is a mass-murder simulator for children.
It’s a sand box / god game made during my 2nd year at ICAN. You incarnate a bored god who decided to have to some fun by sending deadly weapons to its own creations to see them kill each other.
Skills : • Create a short but engaging story line • Create several colourful assets using only 4 colors • Work on a game that is not mechanic-based
MON is a really short story about a guy who loves a girl a way too much. Oh, and there is a monster.
MON is a visual novel I made for a Game Boy jam. The screen resolution is limited to 160 x 144 px and I used only 4 colors for the graphics. Instead of the green-ish color palette of the Game Boy, I chose to challenge myself with something more colorfull: red, yellow, pink and blue!
Skills : • Renew a game I made one year before, Ohm I • Create colourful assets with only 4 colors • Level design inspired by metroidvanias
In OHM II, you play as Ohm, a robotic monk, a concentrate of technology and spirituality, sent to defeat the body and soul of Cyber-Buddha.
OHM II is a platformer / metroidvania i made for a Game Boy jam. The screen resolution is limited to 160 x 144 px and I used only 4 colors for the graphics. Instead of the green-ish color palette of the GB, I chose to challenge myself with something more colorfull: two tones of blue and two tones of orange!
Role : VFX Duration : 48h Skills : • Make everything as blue and purple as possible • Nice smoke effect for the trolley • Create a main menu scene that reflect the spirit of the game
2020, the COVID-19 transformed shopping into a death race. Take your extinguisher propelled trolley and drift through the mall to gather items before being infected by the virus!
In Shopping D, the player is making his/her shopping in a limited time, right before the start of a lockdown. The goal is to collect every items to pass a stage and score a maximum of points!