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.
Solo VR brawler set in the Naheulbeuk universe, a French comedy fantasy franchise with 20+ years of lore. Physics-based tavern chaos: throw punches, grab stools, hurl furniture at orcs and goblins. Roguelike runs, magical power-ups, boss fights, and absurd humor.
Co-op VR farming and exploration game 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 exploration 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.
Co-op VR shooter for up to 4 players. Battle through arenas in a stylized, physics-driven universe with team mechanics, upgrades, and fast-paced brawling action.
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.
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.
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.
Free-roaming VR PvP 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.
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.
Joined LDLC VR Studio 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 in 180+ countries 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.
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.
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.