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 […]
You may have the best idea on paper, but software will show you if it is fun or not. So I started a simple challenge a while ago: write one idea of a small game mechanic every day and prototype it. The goal was to push me to learn blueprint in Unreal 4, but this […]
Back in April 2014, I went to the EA Developper Conferences in Redwood shores and did a talk about how rapid prototpying using my horrible romantic french accent. The thing is that it mostly happened by accident! A few weeks before going there, we received an email asking if we wanted to share quickly an idea or opinion for […]
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 […]
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.
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.
Mad Tracks, a racing game which I worked on this summer, is now available. I’m writing an article about my work at Load Inc, but for now, hurry and get your copy this week end while it’s still in the shop.
Adrenaline Rush is a one-year student project from Supinfogame. It is a cooperative racing game using the Wii Balance Board and Wiimote whom the prototype PC is realized with the Unreal Engine 3. This project was very ambitious and that is why I joined at the beginning of the production.
During this project, I held the position of Level Designer.
– Defining two levels and their intentions while working closely with the lead level designer
– Changing levels using Visio and Google SketchUp
– Working on two existing levels to ensure replay value
– Building, iterating, debugging and tuning those levels
Our machnima, Keep It Virtual, will be shown at Atopic Festival with 50 others machinimas. Even if you’ve already watched it a thousand times on my website, on Gamekult or even on Nolife TV, well …… you can watch it again :D.
I recently finished Keep It Virtual: it is a machinima using only the first person view. Created with the Call of Duty: Modern Warfare game engine, the story follows a First Person Shooter addict who chose to join the army. He will discover later that war isn’t like in his favorite video games …
During this project, I was the lead chief of project. My objective was to ensure respect of the main intentions that I wrote and that the project was ended in times.