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 summary 

Some things I particularly consider

 some things i   particularly consider 

Courbe D'intensité D'action@3x.png
Courbe Proie-Chasseur@3x.png
Courbe de luminosité@3x.png
Courbe d'esapces@3x.png

 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.

Towerfall Gif Arena 1.gif
BattleBlock Theater.png

 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 Onbarding Process

 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.​

Liste des apprentissages.jpg

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 

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 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.

Capture d’écran 2022-03-17 130811.jpg

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

Level paintover.jpg
2D Level Design

 2d level design 

 2022  2d zelda-like 

 mina the hollower
 fan theoretical level design 

Mina Church LD Cover.png

                      

                           

                                                    
 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

EscapeOfAnOddJumper.gif

Escape of an odd jumper

Puzzle Platformer alternating between two types of jumps.

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About 20 minutes of gameplay.

Puzzle Design

 puzzle design 

 Kubika

puzzle game for android

 2020  puzzle 

Kubika - Feel.gif

                   
 My complete 
 puzzle design 

 process here 
                        
 (i made more  
 than 100         
 levels )    
                                    
   <----     
            

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