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    Working on Star Wars Battlefront II

    It’s been more than a year than I’m working on the next Star Wars game. It’s a very big game – set across all trilogies, with single-player campaign, split screen co-op, multiplayer battles and space battles! My goal is to lead the Criterion Design team in collaboration with DICE, Motive and Lucasfilm. This involves: Craft and […]

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    How I ended up on stage at the EADC to talk about rapid prototyping

    Back in April 2014, I was selected to go to the EADC (like GDC but for EA internal only) in the office of Electronics Arts in Redwood shores and did a talk about how rapid prototpying using my horrible romantic french accent. You can watch it here ! The thing is that it mostly happened by accident! […]

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    Be creative to test your ideas

    Being creative is about being wrong: how many times you had a great idea and it didn’t work out? This is just part of the creative process – a big mess that you just need to embrace. The problem is that is is tiring and expensive. Designers shouldn’t just throw ideas – everyone can do […]

a little update !

Hello fellows,

So here is a little update about what I am doing right now. I completed my internship last month at Asobo Studio as a Level Designer where I was working on an Undisclosed Triple A Game. But then I got a job in the UK so I didn’t stay there. I’d like to thank Asobo Studio for giving me the opportunity to work and learn from them (and the opportunity to stay as well :p). Those guys are creating one cool game, so keep an eye on them.

Right now, I am working at Climax as a Level Designer on an Undisclosed Triple A Game (another one, dude !).

Sorry for the (very) late update :p.

Working on Blörk !

Blörk is a one-year student project. Designed for iPhone and iPod Touch, Blörk is a 2D platform game in which the player does not control the character but the world around it. The character is a sleepwalker that goes straight ahead and the player must handle the level without waking him up.

The game is now in production and will be released in October. You can read articles about my two positions on this project : Lead Level Designer and Game Designer.

Load Inc : Game Designer

After two internships at Darkworks, I chose to work in a small video game development studio because I wanted to see the differences between small and big businesses.

Therefore, during the summer of 2009, I did my third internship at Load Inc, a small video game development studio specialized in arcade racing games for the Xbox Live Arcade (Mad Tracks, Things On Wheels). After working at Darkworks which had 120 people, I joined a company of only 10 people!

During my internship, I held the position of Game Designer.

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