Role : Game design, code, art Duration : 2 weeks, for the Gamedev.js Jam 2025 Engine : Godot 4
Skills : • Puzzle/Level design • Narrative design • An atypical 3Cs implementation to bring a new perspective to chess
BURDEN is a puzzle game inspired by chess. Within a dark atmosphere, you are the last spawn standing against the Chained Queen. Will you be able to defeat her ?
• Play chess from a pawn perspective. Unable to see the whole board, players have to be cautious. • Contols are « planified turn-based ». With the help of a timeline, players are able to planify up to 5 moves ahead. Design-side, I combined it with a turn limit per level, forcing players to take a moment to think further than one move at a time. Therefore, they have too take risks sometimes. • I took a great attention to the game atmosphere, I wanted something strange and dark. Chained Queens talks are voluntarily enigmatic.
Role : Technical Game Designer Duration : 1 month, for the Boss Rush Jam 2025 Engine : Unreal 5 – Blueprint
Skills : • Boss design • Prototype the character controller and boss ideas in blueprint • Manage a multi-disciplinary team of 4 people
Alya is a third person 3D game where players can use a magic helix wand to fly and fight in a desert full of illusions.
• The main challenge was the character controller. Alya has a generous move set. She’s able to jump, attack, shield and dive to explore and fight. I paid attention to code something functionnal but also as smooth as possible in a single month. • Bosses are designed to « sublime » the character controller. Each of them aims to challenge a part of Alya’s move set with a singular gimmick.
Role : Game design Duration : ~1 week Engine : Unity
Missions : • VR (Meta Quest 2) • Research on sign and feedbacks • Balancing
Space Invader VR is a school project where we had to recreate Space Invader, juicier and in VR. We (team of 6) focused our work on VFX to create a visually appealling experience. I wanted the player to feel very powerful, so everything explodes and players are able to fill a rage bar that allows them to release a powerful attack.
Intentions document (final result may vary from it) :
The following work was made for my level design classes during my Master degree in Game Design at I.I.M., Paris, France, under the supervision of Hugo Duron, level designer on Hunt : Showdown.
I was challenged to design in 1 week an open world into the FIFA license (or as it is called now, EA SPORTS FC) and to do the blocking of a zone of the said open world. The simulation aspect and the take that EA has on football (or soccer….) in general made me unable to propose an eccentric gameplay. I therefore chose to provide an experience integrating open world mechanics into FIFA career mode. The result turns out to be much more hub-ish than expected. But it offers another approach to this roleplay mode by offering players something other than a menu to facilitate identification with their character.
I chose to create a city called La Ciudad, a city that revolves around football. I did the blocking of its downtown in Unreal Engine 5 :
Quick proof of concept – Some designed features are, of course, missing or unpolished
EXPERIENCE DESIGN – A QUICK SUMMARY
Navigation
It was important to me to provide an interesting gaming experience where players weren’t just walking, but still « playing football » in some way. Offering a pass system allowing players to temporarily boost their speed, coupled with a scoring system by shooting at urban goals, turns La Ciudad is a real fun exploration experience!
Life in the city – Quests and events
To accentuate the feeling of belonging to a world, I offer players a city in which they can meet other FIFA players but also where many NPCs wander around. They will be able to pass them balls, chat with their fans, or avoid the haters who will try to tackle them to steal their balls! In addition, real players from their team will walk the streets of La Ciudad, in order to create a coherent and living world.
All of these people will be able to take players on side quests and challenges related to football. In addition, many random events linked to daily life will twist the player’s navigation in a semi-random manner between each match. This will create a feeling of renewal as well as anchoring in the reality of La Ciudad.
Role : Game Designer Duration : 6 months (on-going) For : Annoying Frog Studio (~20 people) Itch.io link : Click here
Missions : • Proposal of fun game mechanics while transmitting a powerful ecological message: The player explores a desolate planet and uses magical pollen to restore life by growing grass. • Promotion of the importance of ecological gestures with recognition of the difficulty they entail. • Supervised two other designers and used Unreal Engine 5 to facilitate asset integration and improve team efficiency. • Dedication to creating a viable and achievable project, while providing a unique experience for players.
Star Gardener is a poetic single-player exploration game where your goal is to collect the last traces of existing pollen in order to revitalize it and make it bloom again. By spreading this pollen thoughtfully, you can move forward in this lost world and learn more about the journey ahead.
DOCUMENTATION
Here are some examples of documentation I made during the production of the Star Gardener. The presentation below was made to convey a clear idea of what we (game designers) wanted to bring to the character and its ability to move and explore the world in a unique way. In the early drafts, we tried something close to Death Stranding controller but due to time and technical restrictions, we were obligated to design a more simple controller.
I also made some shorter document like the UI one to go directly to the essential. They were here to indicate the global idea of a concept to our programmers and artists what we needed at the time.
👔 inTIErrupted is a 2 player co-op game made during an alternative controler class. The players main goal is to untie completly a 10 feet (3 meters) long tie without being caught.
I was mainly in charge of the level design and balancing. Due to our schedules, I also ended up being in charge of the code in C# with Unity to finish the game in the following months, since inTIErrupted was selected for the GDC 2023 for the ALT.CTRL exhibit!
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