Hello there
Arthur Brosson

ARTHUR BROSSON

Game DirectorLead Level & Game Designer

I design games that know who they're for. A game for everyone is a game for no one, and 8+ years across puzzle, adventure, combat, and shooter only sharpened that belief. Level design is where I started and the craft I keep coming back to, before growing into game design and game direction. 12 titles shipped, direction on 2, level design on 9. I like a smooth game feel, a sharp pitch, and the unexpected idea that earns its place.

Open to work · Lyon, FR · Remote · Relocation

CAREER PATH

2016 → 2026

12
Shipped titles
3.4M
cumulative minutes played
Across 7 VR arcade titles
150+
VR arcades worldwide
180+ countries via Synthesis VR
5
Platforms shipped on
Mobile · PC · PC VR · Meta Quest · PlayStation 5

PROJECTS

Studio projects

Game Director · Lead Game Designer · Level Designer

Side projects

TYPE TO SURVIVE

No page yet
Game Designer · Game Artist
2026
NEW Type to Survive

PORTFOLIO DUNGEON

Game Designer
Personal · 2026

A turn-based ASCII dungeon crawler hidden inside this portfolio. You fight the characters locked inside it, one game per room.

TAPTAP.COLOR

No page yet
Game Designer
StudioStudio Games · 2015

My very first shipped game. Simple on purpose, the real goal was learning to ship end to end.

TapTap.color

EXPERIENCE

VR STUDIO LDLC 2019 – 2026
Intern → Game & Level Designer → Lead Game Designer → Game Director

Joined VR STUDIO LDLC in May 2019 as a Level Design intern and grew into Game Director over 7+ years. 8 titles shipped (7 in VR arcade), deployed across 154 venues via Synthesis VR. Every design decision gets pressure-tested by real players in a context where each session is billed by the minute, players have never touched a VR headset before, and the team can't ship anything that doesn't survive 30-second onboarding on a noisy arcade floor.

Game Direction
2023 → present · 2 titles
  • Orchestrated creative vision on a licensed IP, aligning tone and structure with the franchise and target audience
  • Coordinated with license authors and partner studios from pitch to delivery
  • Guided all departments through production with maintained vision documentation
  • Managed milestones, quality standards, and subvention applications
  • Made decisive calls on team risks and sprint goals while preserving team ownership
  • Pitched new project concepts and license opportunities end-to-end: visual design and layout of pitch decks, graphic assets, then presentation and concept discussion with studio leadership and external partners
  • Analyzed player analytics to extract behavioral insights and translate them into concrete design and product decisions
  • Stayed plugged into VR and game industry trends to inform vision updates
  • Stayed hands-on in level design while directing: blockouts and key spatial decisions on each title
Lead Game Design
2021 → 2023 · 4 titles
  • Led design of mechanics, levels, and narrative systems across 4 shipped titles
  • Managed and mentored a team of 1 to 3 designers, providing direction and reviews
  • Drove daily playtesting and detailed feedback on every version that hit dev
  • Tuned game feel for VR constraints, arcade pacing, and shared hardware
  • Embedded design into cross-functional decisions with art, programming, and marketing
  • Owned level design end-to-end across the 4 titles: blockouts, pacing, sightline work, and final dressing
Game & Level Design
2019 → 2021
  • Designed and integrated levels from sketch to final dressing
  • Built player interactions, onboarding, and progression for casual VR audiences
  • Optimized layouts for VR comfort, immersion, and arcade session length
  • Started as a Level Design intern, shipping production-quality content within months
Titles shipped
Baïkin Studio
Jan · Aug 2016
Intern Level Designer & Boss Designer

Designed and integrated 7+ levels and boss encounters on Magibot (2D puzzle-platformer, PC & mobile), iterated based on playtesting feedback. My first proper production cycle in a real studio: sketching layouts, building them in-engine, scripting encounters, and shipping content under real milestone pressure.

Titles shipped
Level Design Boss Design Unity 2D Platformer PC · Mobile
Pango Studio
Jan 2017
QA Tester

Tested and reported bugs on a kids' mobile game. Learned to write a proper bug report and to make it useful to the developer who picks it up.

Titles shipped
QA Testing Mobile Kids
StudioStudio Games
2014 – 2016
Young student full of hope

Student collective alongside studies. 3 games shipped on PC and mobile, showcased at gaming conventions. Where the obsession started.

Titles shipped
Beware the Cube TapTap.color
Game Design Level Design Production PC · Mobile

Teaching

École LDLC
2023 – 2024
Guest lecturer, several sessions: an introduction to game design, followed by a Q&A on the job and the studio. Regular reviews and advice on student game projects, and an occasional seat on project juries.
Bellecour École
2018
Guest lecturer during my Master's, for the Entertainment preparatory classes: an introduction to game design. Regular reviews and advice on student board game projects, and an occasional seat on project juries.

Education

Bellecour École
2014 – 2019
Master in Game Management · Bachelor in Game Design · Lyon, France
Studio M
2011 – 2014
Technological Baccalaureate, Art · Toulouse, France