
summary
some things i particularly consider




carefully design
the player experience
Here are some schematics I made to communicate the player experience of a 3D level that required strong experience directives.
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It's part of a larger document, with a narrative context and references.
Here I put my focus on 3 major contrasts: the hunter/pray feeling, the ambiant luminosity and the spacial volumes.
The first schematic is the global intensity of action curve. It is the main intention and all other contrast curves come from it.
For more details :
The player embodies a little prey in the wild and savage nature.
The level starts by giving the player an excess of confidence that will be harshly taken away by a paroxysmal accident; an encounter with an enemy that is too strong, that the player is obliged to flee chaotically.
After the player hits rock bottom, he will regain confidence slowly, making more conscious and precise decisions.
When his confidence is regained he will have a new encounter with this strong enemy, but this time in a much more prepared situation. The player can safely observe the enemy's camp from a vantage point and prepare a plan to beat the beast, using the environment to his advantage.
When the beast is beaten the player pass through the camp and loot some rewarding stuff.
i am driven by
Creativity
I love to break rules & expectations,
and find creative ways of using systemic gameplay elements.


2019
2020
Towerfall arena but this one
is like a tower defense
BattleBlock Theater arena (2D platformer)
but it's a top-view football match
Jungle dunk's onboarding process
2021 - 2022
Jungle dunk
Our current graduation project for Supinfogame RUBIKA.
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It's a crazy party-game that follows basket-ball codes where each player embodies a cheeky monkey in a jungle full of items and where EVERYTHING CAN BE DUNKED in the central volcano, EVEN YOUR OPPONENTS!!
To make the game's onboarding progression I start by listing everything the player has to know before playing their first Jungle Dunk match.​

I like to use Miro for a paper-like workflow
First of all I design the onboarding scenario while putting every learning topic in a fluid order in a timeline.
written experience scenario


storyboard or screenshots
learning topics & workshops timeline
With Miro I can iterate very easily, change workshops' order, draw advanced sketches to pre-design 3D parts of the level.

When the scenario timeline is validated I start to build the level sections and it is time for playtests, iterations and tweaks. ​

2d level design
2022 2d zelda-like
mina the hollower
fan theoretical level design

A lot of experience from
super Mario Maker
I spent many hours making levels and training my level design skills on
Super Mario Maker.
I love finding creative gameplay elements combinaisons
& pushing the system to its limits.
2020 mario maker 2
2019 mario maker 1
some more levels
2019 - puzzle platformer

Escape of an odd jumper
A Puzzle Platformer alternating between two types of jumps.
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About 20 minutes of gameplay.
