8+ years in games. I lead games from creative vision to shipped product, building innovative experiences for international audiences. Across game design, level design, and game direction, I've shipped 12 titles, learned a lot, and broken a few things along the way.
I love games. I also love a clean spreadsheet, a sharp pitch, and the unexpected idea that earns its place.
ResumeCo-op VR brawler set inside the Naheulbeuk universe, a beloved French fantasy IP. Players wreak havoc across a chaotic tavern, battling waves of enemies with improvised weapons and over-the-top combos.
Cooperative VR heist for up to 4 players. Rob the VSC Bank in a stylized, tongue-in-cheek universe: crack safes, dodge cops, and loot everything that isn't bolted down.
Co-op VR action for 2 to 6 players defending a besieged medieval fantasy city. Players fight through enemy hordes and fantastical creatures using weapons and magical runes.
Sequel to The Citadel, taking 2 to 6 players into the dark catacombs beneath Lyon. Battle skeleton hordes and colossal creatures through luminescent underground caverns.
Family VR adventure for up to 4 players stranded on a tropical island. Chop wood, mine ore, hunt treasure with a pirate ghost, and rebuild the ship before the volcano erupts.
Co-op VR horror for 1 to 4 players lost inside a procedurally randomized shopping mall. Navigate the liminal corridors, find the exit, and don't get caught by what hunts the floors.
Free-roaming VR arena for 4 to 8 players across up to 400 sqm of play space. Two teams of Mages and Archers compete in a dark fantasy universe to capture dragon power before the other side does.
Solo VR puzzle experience aboard a spacecraft drifting toward a star. Solve logic and skill challenges to generate energy and regain control of the ship, guided by a sarcastically unhelpful AI.
2D puzzle-platformer where a small robot explores a world of ancient ruins and mechanical traps. 40 levels with boss encounters, shipped on PC and mobile.
Kids' mobile sandbox game where young players build and customize their own park with rides, animals, and decorations. Free-play focused, no objectives, no pressure.
Experimental games built under tight time and scope constraints.
Side project built alongside studies with friends. Design, production, and showcase events.
My very first shipped game. Simple on purpose, the real goal was learning to ship end to end.
Level design explorations on existing games and original prototypes.
LDLC VR Studio
Full production cycle across 8 VR arcade titles, from blank-page concept to live deployment in 154 venues, 180+ countries via Synthesis VR. Led design, managed teams, shipped commercially viable games in a context where every session is billed by the minute and every design decision gets tested by real players on real hardware.
Designed and integrated 7+ levels and boss encounters, iterated based on playtesting. My first proper production cycle.
Tested and reported bugs on a kids' mobile game. Learned to write a proper bug report and talk to developers without crying.
Student collective alongside studies. 3 games shipped on PC and mobile, showcased at gaming conventions. Where the obsession started.