BURDEN

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.

Alya

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.

SPACE INVADERS VR


Intentions document (final result may vary from it) :

THE ONE WHO CRAWLS

Role : Graphism, design, code
Duration : 96H for the GMTK Jam 2024
Engine : Godot 4
Final placement : Top 15 % (1180 / 7640)

Skills : • Design a new take on a video game classic
• Polish it has much as possible with cools features
• Pace 20 levels with unique ingredients

The One Who Crawls is a snake-inspired game with a dark atmosphere.

It adds two twists to the original game :
• The « snake » is replaced by an Ancient God that is controlled by the mouse cursor, bringing more « round » movement.
• « Fruits » are replaced by souls that makes the Ancient God level up. It adds one part to its body and players have to chose which part they want to add between two. Each part adds its own effect to the game!

Hymn of Winter


Credits :
Design: Clément NOWACKI – Arthur CABLÉ – Luana TRAN NGUYEN
Programmation: Arthur PEJOIANE – Hugo PETIT–VILLARD – Yoann CHEVANCE
Art: Mattheo BOIZET – Tanguy LECERF

MON

Role : Graphism, design, code
Duration : ~1 week
Engine : Construct 2

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!

OHM II

Role : Design, graphics, code
Duration : ~2 weeks
Engine : Construct 2

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!

SHOPPING D


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!


SHOPPING D was also made by:

Christopher Michiels // Sylvain Frappez // Pierrick Charbonnier // Quentin Kosinski
With the help of Élise Rosati