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    Working on Battlefield V Firestorm

    I’m currently working on the battle royale mode for Battlefield V: Firestorm. The mode will be available in march, but I can’t say much for now! However, you can watch a sneak peak at a “cool vehicle” we made, at the end of this trailer.

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    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 […]

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    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 […]

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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 […]

Gears Of War

Sp_Escape is a solo player map in which Marcus must escape from a Locust jail. To complete his objective, the player has 3 different paths where each one of them leads to a different approach of the gameplay from Epic’sGears of War.

During this project, I held the position of Level Designer.

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Shanghai

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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 :

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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.

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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.