• super_mario_world_1280jpg_eedf17_1280w.0

    A Mario Level like Nintendo(es)

    This is my level for Super Mario World, made using the level editor Lunar Magic. My intention was to make a Mario level using the Nintendo level design philosophy. I’ve also wanted to have fun by making an fun and hard level for myself! This video got a commentary track that explains it all. It took around […]

  • Star-Wars-Battlefront-2-free-The-Last-Jedi-DLC.jpg.optimal

    The Last Jedi content is out!

    This was my first experience as a producer: drive the creation of free DLC that ties to Star Wars The Last Jedi! Can’t wait for people to discover the new Starfighter content…

  • sixteenNine.img

    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 […]

  • 02

    1 mechanic, 1 prototype (Unreal 4)

    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 […]

  • 11162509_10153845028097627_539243108401837171_n

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

    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 […]

  • Screen Shot 2016-02-21 at 17.17.07

    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 […]

Shanghai

img_4044_300par400.jpg

During my holidays, I went to Shanghai. It’s an amazing city that seems to evolve just in front of our eyes. But there’re many contrasts: you can find brand new building, right in front of shantytown.

A great trip, but pictures are worth a thousand words :

Continue reading…

Multiplayer map : Splinter Cell

SP117 is a Versus multiplayer map set only in one room. It features a unique challenge because it was specially designed for quick matches and pushes both Spies and Mercenaries to their limits. During this project, I held the position of Lead Level Designer. My objective was to overview the work of each level designer by making sure that they respected the overall intentions as well as the deadlines.

Read more …>>

I Am Alive unveiled !

Ubisoft announced Darkworks next project : an edgy new survival-adventure intellectual property, I Am Alive. It will be released on current generation video game consoles in spring 2009.

When Chicago is left in ruins and the cause of the devastation is unknown, players will be challenged to think, react and take risks that will directly affect themselves and those around them.

I worked on the pre-production of I Am Alive last summer and I am curttenly working on it as a Level Designer and as a Technical Level Designer.