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I am

 

 

 

interested in economics, sciences, the environment, permaculture and also... GAMES.

How I got there


As a kid I was amazed by what architects could achieve: draw plans and turn them into real houses, buildings, even bridges!

I thought later I would do the same.



But a few years after I discovered video games with my first console, the Nintendo NES. I was so fascinated by games like Super Mario Bros. or Zelda. And when I realized some people had to make these, I decided I would be one of them.



I did not know which field I should study exactly to get into games but learning programming seemed to be a good first step. So after graduating in sciences (A levels) I attended an engineering school (ESEO) and then switched for a game design school (Supinfogame).

Nowadays I'm a game designer but most of the time a level designer. I'm quite happy I can mix both my kid dream jobs at the same time everyday!



What I did since


Here's my CV and a quick description of what I've done so far.

During Supinfogame I had an internship at Eko Software and worked on my first industry project, Th3 Plan, as a level scripter.















Then I joined EDEN GAMES for a much bigger project, Alone In The Dark. I learnt a lot about large projects issues. After working on the Ps3 specific version of the game, Inferno, I began working on the next production pipeline as a tech designer.

It's been really interesting to get to know more about other tools and think about how we would make our own games in the future. At the same time I began working on Test Drive Unlimited 2 and fully switched on the project to help finishing the game. 



















I had always wanted to work abroad and had got in touch with a young studio in Shanghai, SPICY HORSE, for a few months. So I left France and came in China to be a designer on Alice Madness Returns. Working abroad is challenging but probably even more in China. It was so interesting to understand how people think and how to communicate. Openness, flexibility and a deeper sense of collective work are skills I've learnt to enhance there.

After shipping the game I lead the level design on two new F2P projects, a TPS and a Hack'n Slash. Back to pre production for two different kinds of project, it was challenging but very defining. The 2nd one is still alive and named Akaneiro.

















I took a plane back to France in March 2012 to work in a new but talented studio, DONTNOD, on an enticing project: Remember Me. The game was released in June 2013.

I now live in Montreal and work at WB Games on an unannounced ambitious project.

 

 









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