Portfolio

Since I graduated from high school, I completed a lot of projects as a developer : conception of a website, of interactive experiences, and, obviously, video games.

When I took part in the Global Game Jam 2020, I discovered the various aspects of video game conception. This experience brought me a lot and reinforced my idea that video game was the field which I wanted to train and progress in.

I now have a Master's degree in game design and interactive media, specializing in programming. I'm motivated to apply everything I've learned along the way, both academically and personally.

VOICI MES PRINCIPALES RÉALISATIONS

Video game projects

Context

Spike was developed as an end-of-studies project at the Cnam-ENJMIN. The exercise consisted in making a Vertical Slice representative of a complete game. We were part of a team of 10 students who had to complete the project in 5 months.

Goal

Go on a journey and survive in a world where everything is gigantic. Spike can throw his spikes to fight. But beware: they're limited and you'll have to reload them if you run out, leaving you vulnerable.

What i've done

  • Complete development of the character controller
  • Tweakable parameters for Game Designers
  • Balancing and regular testing
  • UI integration
 

Review

I am particularly proud of the level of polish in this project. I was able to experiment with developing new kinds of features I've never had the occasion to try before, and I greatly enjoyed figuring out the best way to facilitate the work of the designers.

isometric 3D adventure game where you play as Spike, a hedgehog who has shrunk after being exposed to a strange substance, trying to make his way through a hostile, mutant fauna.

Unity

Challenging experience

Character Controller

Context

Date Night was created as part of our first year projects over three months, in a group of five students. We were two developers including me, a graphic designer, a game designer and a UX designer.

Goal

Use your hands to move your wheelchair, play with the environment and be clever enough to avoid your social helper and get out to meet your match.

What i've done

  • Realistic wheelchair controller development in VR
  • VR setup with Unity, using the Oculus Quest 2
  • Research into ways of reducing motion-sickness
 

Review

This project was a challenge in several respects, especially taking charge of VR development, which was a first time for me and the second developer.

Nevertheless, we're very proud of it, and our project was appreciated by the jury and the various testers. I was particularly praised for the controller, which was perceived as realistic and easy to handle.

Virtual reality game that put the player in the shoes of an elderly person in a wheelchair wanting to escape from their retirement home in order to meet their date.

Unity

Virtual Reality

Wheelchair controller

(Requires a VR Headset)

Context

Kitty-Kat Boom fut créé dans le cadre des Nano-projets à l’ENJMIN. Ce sont des projets se déroulant sur une semaine, en groupe de 9 étudiant·e·s mélangeant les différentes spécialités parmi les parcours de l’école (programmation, ergonomie, graphisme…). Le thème de ces projets étaient les jeux de course.

Goal

To accumulate as much speed as possible using the different boost on the circuit, in order to collide with the opponent and blast him up! The main goal of the game is to estimate your own speed compared to your opponent's and try to dodge him if you think you don't have the advantage, then continue your way and try again the next time your paths cross.

What i've done

  • Feedbacks setup (speeding effects, vfx, FOV, shaking, slow motion...)
  • Particles integration (using the Unity Particles System)
  • Game and Level Design thinking
 

Review

This project has been a source of accomplishment because it required a lot of coordination in order to respect the deadline, we're also very proud of the final trailer that you'll find on the right.

Fun 3D racing game where two players compete against each other, each going in opposite directions on the track.

Unity

Feedbacks

Game/Level Design

Context

This is the game I made with my 4 teammates during the Global Game Jam 2020 whose theme was "Repair".

Goal

To complete a serie of mini-games as quickly as possible to score as many points as possible in the allotted time. The game uses the Nintendo Switch JoyCons to work, making use of features such as accelerometers and gyroscopes.

What i've done

  • Development of some mini-games
  • Global gameflow integration
  • UI and sounds integration (using FMod)
  • Game and Level Design thinking
 

Review

Taking part in the development of Brofix! was for me an extremely rewarding experience in which I was able to familiarize with the management of a game project, about the programming aspect but also about the teamwork which is really important in that kind of context. Furthermore, this was my first experience of programming with an alternative controller such as the JoyCons, so it required some research workin a short space of time.

2-players cooperative game where both of them will have to coordinate to repair the objects brought by dissatisfied customers.

Unity

JoyCons

Mini-games

Context

This project was created by a team of 6 people during the Global Game Jam 2023, whose theme was "Roots."

Goal

To alternate between gathering ingredients in your garden and preparing the potions requested by customers, following the instructions from your spellbook.

CE que j’ai fait

  • Programming puzzle-design tools in Unity
  • Usage of the Unity's UI Toolkit, UXML language, and custom editors
  • UI integration
 

Review

This project provided me with the opportunity to delve into Unity Tool Programming. I was able to explore the creation of custom editors, the usage of UXML and the UI Builder, as well as the thought process of a tool programmer in collaboration with the team (especially with the game designer in this case).

I'm very pleased with what I was able to contribute to this project, especially in such a short amount of time. 

Serene solo 2D puzzle game where you play as an apothecary crafting various potions.

Unity

Puzzle design

Tools programming

Context

Project conducted with my 6 others teammates during the Unijam 2020, a Game Jam whose theme was "With great power comes great responsibility".

Goal

Make your way through the worksite and the city to demolish the lighthouse. But watch out : everything else that you'll destroy on your way there will be deducted from your paycheck!

CE que j’ai fait

  • Physics programming (chains and wrecking ball...)
  • 3D assets integration
  • Animated UI integration
  • Game and Level Design thinking
 

Review

This project was very ambitious for 48 hours, especially as it is a full 3D game, and that it required a deep-dive into the physics of the engine. This risk-taking as well as our investment paid off because our game won the Best Concept Award as well as the Public Choice Award.

I am very proud to have been able to take part in this project and I am very happy with what we were able to achieve in such a short time.

Single player 3D game that puts you in the shoes of a construction worker that drives a crane holding a big wrecking ball.

Unity

Physics

Integration

Context

This project was made during the Global Game Jam 2021 whose theme was "Lost and Found".

Goal

Collect the various trauma-related collectibles on the map and bring them to the fountain in the center of the map. Use your flashlight and sonar to guide you. But beware, you're not alone, and a strange entity seems to want to harm you...

What i've done

  • A.I. programming of the ennemy (state machine, NavMesh...)
  • Enemy game design
  • Reflection on the horrific atmostphere
 

Review

This game was a personal achievement for me because I was in charge of developing one of the main gameplay feature, and I am very proud of what we produced.

This required me to do some research to familiarize myself with the concept of A.I. programming and state machines.

It's a single player game that puts you in the shoes of a young girl suffering from post-traumatic stress disorder and will have to face her fears to get out of the eerie dimension she's stuck in.

Unity

State machine

Anxiogenic

Context

This project was made as part of a Level Design workshop in my school. We had 5 days to create a complete game level with the Unreal Engine, using a character controller base and a 3D assets bank.

Goal

I chose to give my level a platforming and item-gathering direction, by setting it in the context of a final exam to become a ninja.

What i've done

  • Unreal Engine bases and Blueprints learning
  • Animation research on Mixamo, and 3d models retargeting Mixamo, et retargeting de modèles 3D
  • Level Design thinking
  • In-engine level setup + terrain sculpting tool
 

Review

Completing this project was a learning challenge: I had to quickly discover Unreal Engine for myself and learn its basics. It was very rewarding work, and I'm pleased with the result I was able to achieve in such a short time.

Video game level made with Unreal Engine featuring ninja exam tests: platform jumping, item collection and combat.

Unreal Engine

Level Design

Blueprints

Context

Crimson Samurai was made during a workshop whose theme was 2D Games, in teams of 5 people over a period of 5 days.

Goal

This is a single player game where you play as a young Samurai wielding a cursed sword: it can only be drawn and thus reveal its power after being charged with energy by parrying attacks. Your goal will be to master the perfect parry in order to charge your sword, and then unleash its wrath: Target as much enemies as possible by rushing through them, and take a malicious pleasure in seeing them cut up in half in a single blow at the end of your bestial rage.

What i've done

  • Character controller development in 2.5D
  • Setup of the parry system
  • Animations, sounds and particles integration
  • Simple shader programming (black/white gradiant on the image excepted on some UI elements)
 

Review

I am very happy with how the project turned out, it was really important to me and being able to to work with many new tools was very rewarding.

2.5D single-player game where you take on the role of a young Samurai armed with a cursed sword. Eliminate as many enemies as possible in the allotted time!

Unity

Core features

Shader

DOGE BURNOUT

Context

This game was made as an end-of-year project during my Game Design and Level Design licence's degree. We were a group of 4 students to realize a project whose theme was "The glitch in the service of social fights".

Goal

Dodge Burnout is a single player game taking place in a dystopian future and putting you in the shoes of an employee of a large company where there's a A.I. in charge of tasks distribution. The A.I. is focused on performance at the expense of the well-being of employees. You are a hacker who has managed to infiltrate the A.I.'s system and who will therefore be in charge of redistributing the working hours of your colleagues. You will be faced with a dilemma: Will you make the project move forward or preserve the employees ?

What i've done

  • Overall game flow programming
  • Animated UI and sounds integration
  • Dialog system development
  • Project management and conflict resolution
 

Review

This game was a very interesting project that allowed me to develop the skills I learnt throughout my school year. It also taught me how to overcome critical difficulties to complete a group project : our graphic designer left in the middle of the project, leading to a lot of stress and numerous conflicts inside of our project team.

Dystopian solo narrative game addressing the thematic of crunch in video game industry

Unity

Project management

User Interface

AVOID the Spikes

Context

To become familiar with the Unity engine, I tried to make a reproduction of the mobile game called "Don't Touch the Spikes" with open source assets found online.

Goal

Like the original game the gameplay consists in clicking on the screen in order to give impulses to the bird and bounce as long as possible on the two vertical walls, while dodging the spikes

As the number of consecutive bounces increases, the game is getting harder (increase of the bird's speed and number of spikes appearing on the walls...)

What i've done

  • First project with Unity Engine
  • Development of the whole game
  • Learning of the physics and movement in the engine
  • Learning of the DoTween plug-in
 

First Unity project : a re-doing of the popular mobile game "Dont Touch the Spikes"

Unity

Basics

Physics

Other projects

DeepWaters

DeepWaters is an interactive experience made as a part of the interactive media class I had at school, in team of 7 over a week.

We had to use an "electronic fabric" (called the "E256") developed by two of our professors, Mr. Maurin DONNEAUD and Mrs. Pauline VIERNE. This fabric allows to detect the exact location of a pressure on its surface and the pressure force. All the information about the E256 textile is available here.

Our experience consists in exploring a deep water area projected on the ground. By pressing on the fabric's surface, a portion of what's lying under the surface of the water is revealed to us, and putting more pressure with our finger allows us to look deeper in the water.

It was an ambitious project to do all of this in one week and it was a great experience for me: I developed the whole interaction with the water area, using Unity.

The challenge for me was to process the data sent by the electronic card inside the fabric, I had to convert the positions into Unity world coordinates. Moreover, the management of the depth and the sprite masks allowing to explore deeper and deeper was very interesting to set up.

I am very happy with how this project turned out. This work earned us a grade of 20 out of 20 for the module.

SPIRIT LINKS (Board game)

Spirit Links is a board game made in teams of 5 as part of our game science class.

This is a 2 vs 2 card game where the two players of a team are physically bounded by"Link" cards. The goal of a team is to weaken the links of the opposing team in order to destroy them. The players each have a hand of made 5 cards which can include weakening, strengthening or destroying link effects, instant effects (draw, stealing an opponent's card...), but also cards altering the course of a game by switching the teams.

The whole game, from game design to the design of the different cards, including the design of the box and the rule booklet, was made by our team

It was a great pleasure for me take part in this project. I mostly helped with the game design and the balancing of the game after the prototype was made. This was my first experience with a board game and I am very proud of what we did.

We had great feedback from our teachers and other students who really enjoyed playing it.

Adobe Illustrator Exercise

An exercise to train with the Adobe Illustrator software: the goal was to create the cover of a fictional magazine that could be published in the universe of our choice.

I chose to go with the world of Borderlands, and I really enjoyed working on this exercise.

My main inspiration was "People" magazines and tabloids, which seemed to fit well with this game, and of course I included a lot of references to characters and situations known in the Borderlands games.

This project allowed me to learn how to use Illustrator properly, especially with the clipping mask system, and various tools related to the formatting and shaping of images.

This exercise earned me a very good grade and comment from my computer graphics teacher.

Adobe Photoshop Exercise

This was done as an exercise to train myself with the Adobe Photoshop software: the goal was to choose a game and redesign its graphic universe to change it drastically.

I chose the game Devil May Cry 3. This game has a dark and "goth" look and I wanted to give it a childish and cartoonish aspect. I used various graphic assets from Fall Guys, Super Smash Bros., Viva Piñata...

The important thing in this exercise was the setting and keeping elements specific to the initial game. I chose to keep the UI similar in terms of shapes and placement of each element, as well as a combat situation for the main character (Devil May Cry being a Beat'em all). I also redesigned some key elements of the game such as the lock on the enemy, and the style grade at the right of the screen which is really specific to the Devil May Cry serie.

This work allowed me to become very familiar with the different clipping tools of Photoshop, as well as layer effects and colorimetry.

Student platform website of the Reims Champagne Ardennes College

As part of my computer science degree studies, I had to develop from scratch a website that could be used as an online student platform. We were 6 and I was personally in charge of the Back-End part.

The site includes an authentication page where students, professors and professionals can identify themselves, as well as several functionalities such as the viewing of students' grades, grades' input by teachers, the proposal and application for internships and projects... The site was entirely realized in HTML/CSS for the Front-End and PHP for the Back-End. We used the Symfony Framework.