Milan Gabbay

Hello ! I am Milan, a video game development student at ENSIIE School, one of the only French public engineering school in computer sciences that has a video game & VR development program. I have been working on Unity for 3 years. I'm planning to make a career in video games.
I'm looking for an internship,
at least 10 weeks from May the 25th to August the 28th in 2020,
that would allow me to work on professional Unity projects.

If you're interested in some details about my skills and experience, you should take a look at my resume.
If you want to know more about my personal video game projects, you can take a look at this site, just below.



Here I will explain the different game projects I have worked on. During my curiculum, I was able to realize a lot of different prototypes and game ideas through open school projects, Game Jams or with personal projects.

The Siege

2019 - Entrepreuneurial Project

Strategy Online Multiplayer Vertical Slice Group Project Gameplay Programmer UML Modeling 10 weeks Unity3D

The Siege is the largest project I have ever worked on. We were 2 gameplay programmers, one network programmer and a 3D Artist. We had 10 weeks at the C-19 incubator to create an advanced prototype of a game. We worked on the game design and organized our tasks to be as efficient as possible before starting development.

The Siege is an asymetrical multiplayer management game : 4 players manage a Citadel and all have different roles (a general, a king, etc...). Their roles are intertwined so communication is key if they want to survive for the 30 day siege (about 45 minutes of gameplay). The siege itself is played out by the fifth player, who can use mana to summon creatures and attack the city.

We made a playable vertical slice, eventhough it lacks some polish (mainly UX and balance), it's the most advanced technical I have worked on and I am very proud of my work.



2018 - End of DUT Studies Project

Card Game Tactical RPG Prototype Group Project Project Manager Lead Developer 2 weeks Unity3D

Shidoki is my first large Unity project. Up until that point I just had the time to make small prototypes after following some tutorials. So when I had the occasion to make an open project, required for the certification of my DUT diploma, I took the chance to make a CCG with T-RPG elements. Creatures and structures are summoned on a board and the goal is to destroy the enemy's shrine which is in their base.

We had about a week to do the actual development, but we took the time months before to plan ahead : divised the tasks, drew an UML Diagram, contacted artists to make some card art. My friends handled the menu and the deck building screen and I coded the main gameplay. I learned a lot from this project, both in management and in Unity.

With planning and a week of development, for our first large project we managed to make a playable prototype with some art integrated. To be honest, we made some mistakes and that's why the game lacks a lot of cards some proper testing. But I'm glad that I made those mistakes early in my curriculum and still managed to make a playable game. It helped me a lot in not doing those mistakes again.



Deadly Touch

2019 - School open project (3rd semester)

Combat game Prototype Group Project Gameplay Programmer Manager 3/4 days Unity3D

During my last semester we had a few hours a week to create a project using Agile methodology. At the start of each session we would have a small presentation to explain the latest functionnalities added to our game.

Deadly Touch is a combat game where the player dies only in one hit. It was the first combat game I worked on and I had to solve interesting problems such as defining a strong state design pattern for controlling the characters, using different hitbox for the body and the attack and managing them perfectly to fit the intended gameplay.


Rogue-like Project

2019 - School open project (3rd semester)

Procedural Generation Action / Adventure Prototype Group Project Algorithm programming Unity Tilemaps 1 week Unity3D

In a team of three developers, we were able to make a small rogue-like game in less than a week of development. In each level, there are enemies, locked doors, and a golden key to retrieve that unlocks the door to the next level. Our prototype contains a tutorial level, a more complex level and a boss fight.

My friends handled the character controller and the AI, and I made the main algorithm that generates each level. It's used in conjonction with Unity's tilemap system which I had to learn to use for this project. I made it so that the algorithm is the same for all levels and can be easily configurable inside the editor. This allowed us to polish the game's level design before the deadline.

Rogue Like


Deus Est

2020 - Global Game Jam

Point & Click Narrative Finished Group Project Gameplay Programmer 48h + Polish Unity3D

Deus Est was made during Global Game Jam 2020 at the C-19. We were a team of 9 friends and that's why we managed to make a game with a full-fleged voiced story, sound design, music, great art and interesting interactive systems in just 48h.

This was by far one of my favorite project to work on. Being able to review a build with our artist to make sure everything was as they pictured it and making small tweaks to make the game as perfect as possible before the deadline was definitly a highlight.

We created an easy to use point & click system to get items and use them on the environment and it allowed us to create specific actions configurable in the Unity Editor. We were able to quickly implement the levels designed by our game designers and ended up with a small point & click game. We took the time to add more levels after the deadline to finish the project.


Meta Jam

2019 - Unijam, by ENSIIE School & Paris 13th University

Management Game Jam Group Project Lead Developer Tools Programmer 48h Unity3D

Meta Jam was made during Unijam 2019 which is a special game jam organized by my school and Paris 13th University which has a game creation curriculum, centered arround game design and art. We all met to make mixed teams so that designers wouldn't have to worry about code and vice-versa.

I was the lead developer in a team of 2 game designers, 1 artist, 1 sound designer and 1 other programmer. We made a small game where you control the manager during a game jam : you have to manage your jammers work speed and make sure you don't exhaust them by sending them to sleep before they faint.

Our point was to denounce the crunch practices that exists in our industry and the ultimate goal of the game is not to have a complete game, but rather to make sure that all your jammers sleep well.

I developed the main system of the game and made an easy to use interface for the game designers to tweak, they didn't have to write code. Actions are associated with a series of tasks that can affect the different variables of the game during different periods of time.

It was a really interesting project to work on. Up until that point I only did game jams with my other friend developers and we usually lacked art and game design. It was the first time I truly worked with other disciplines and it paved the way to my work on Deus Est.

You can check out the game's itch.io page and download the latest version here (Windows Build).

Meta Jam

We won a prize for this game jam ! Our game was considered to have the best sound design by the jury which was made of teachers and professionals.

Unijam Prize

Sound Design Prize "Meta Jam" got !


Board Game prototype

2019 - MOOC Project

Board Game Startegy Area Control 1 vs 1 Game Design Playtesting Polish A few weeks Sole designer

This board game was my Game Design MOOC's final project. I had to prototype an idea, complete a full system and do as much playtesting as possible to polish the rules and feedbacks.

It plays in 1 vs 1 : each player has a strong base and each turn they can construct boats and move them arround the map. The map itself is made of hexagons that are randomly placed face-down. When a boat enters a tile, you can turn it to see its effects. The goal is to capture the enemy's base.

I made several rules to create a system where players should think primarly about their placement on the board. They can strategize to take control of key tiles and setup a powerful turn that would give them a considerable advantage.

I also took the time to work on the art, using my school's FabLab to 3D print pieces and cut with a laser the hexagonal tiles. I also tried to evoke the gameplay as much as possible with placeholder art.

Working on this project gave me strong notions of game design and made me realize the importance of playtest. I knew it was a core element in the creation process of a game, but I didn't realize how valuable the playtests were. With just a single test, I was able to radically change the rules for them to fit what I wanted my players to feel.


Other game jams & Prototypes

2016 - 2019

Platformers Puzzle Game Mini games Gameplay programmer Game Design & Level Design A few days each GameMaker Unity3D

Over the years I made a lot of small projects. I started working on GameMaker during game jams where I learned to make platformers. I also tried adding some twists like a platformer arround a planet where the gravity is centered instead of directed downwards.

I also learned Unity by making small prototypes of different kinds of game (mainly through Unity's official learning platform) and it gave me a good understanding of Unity's core aspects.

I also started projects on my own which I rarely had the time to finish, mainly due to my studies' demanding work. However they gave me the opportunity to learn new ways of coding specific game ideas.



Upcoming projects

2020 - 4th semester

I am currently in the 4th semester of my video game development curriculum. I'll have completed it by the time my internship starts. Most of my courses contain an important project that will boost my skills. Here are all the projects I am about to work on :

  • Creative Coding : A course by Tomek Jaromlin, a professional creator, designing interactive experiences. He will teach us about digital pieces that have a place in museums. We'll create one ourselves using Nodal Studio, a tool to create synchronous apps. We'll create an interactive scenario where players will get different instructions and will have to learn to trust each others.
  • Advanced Object Oriented Programming : In this course, we are learning advanced C++ and how to use generic containers, iterators and algorithms from the former STL Library. We'll use Qt to create a Desktop app using all of these concepts. Our goal is to make an easy to use JSON Editor. In my project Deus Est, game designers had to manually edit JSON files. I'd like to make their life easier by building this tool !
  • Virtual Reality : A course by Guillaume Bouyer, a researcher in VR who's been in the field for decades. We will create a VR app using the Oculus Quest. Our goal is to create a simple game where you play someone in a wheelchair and have to move arround in a building. We'll be able to teach the importance of a well thought-out architecture for people with disabilities.
  • Augumented Reality : We will be able to create a simple augumented reality game in C++ to learn the basics of this technology.


Professional Experience

Eventhough I never worked as a game developer in a company (exept for my entrepreuneurial project), I still have some professional experience.

My DUT's final internship was made at the URSSAF Île-de-France. Working in the internal development team, I made a JEE app for managing extra hours. I worked on interface, algorithms, connection to internal systems, databases, etc.. I also worked a lot on documentation, so that the app can be easily maintained by future developers.

During my DUT studies, I also did some mentoring in mathematics and computer sciences for students with special needs. I always liked teaching and it's defenitly a skill I was able to develop through this work.

During Junior High School, I did two observation internship of a week each. I went in game development companies and was able to discover for the first time what game development looks like. I also learned the different types of work that video requires : art, development, design, etc... It was the first I envisioned actually creating video games as a career.