Hello ! I'm Milane Gabbay, a french video game developer. I've been working in the industry since April 2021!I specialize in tool development! I am very passionate about both helping the people working on video game projects by making custom tools for them, and helping production by optimizing the workflow.Don't hesitate to explore my portfolio, to check out my resume (in french), or to reach out!I have an engineering degree in computer science, which I got at the ENSIIE school.
I followed the "Video games and Digital Interactions" specialization which centers around Video Game Development.
I also studied two years at the IUT Paris Descartes in computer science, which gave me strong fundamentals in computer science

I am currently working as a Unity Developer at Celsius Online, and have been since 2022. I was quickly promoted from Junior to Experienced developer.
I worked on MasterChef : Learn To Cook, Mutants : Genesis, and several unannonced projects. I was able to improve my development skills on a wide range of subjects.
Gameplay Architecture & associated tools in the Unity3D game engine. I always keep in mind the Game Designers that will have to configure the gameplay features I code, so I make sure to create the necessary tools to optimize the production and to save time to the users!• C# ECS on the Photon Quantum game engine. This game engine plugs into Unity. Unity handles the visuals and sounds and while Quantum handles Gameplay. It is an ECS engine written in C#.
I learned this technology and worked on two projects with it. I was able to develop strong gameplay architectures and tools by implementing relevant design patterns: a decorator pattern for the weapon creation of a shoot-em-up, and a "Resources-Entity-Actions" design for an RTS game. Both of these systems helped to maintain these projects long-term, and make it easy to implement new features.
Optimized MasterChef : Learn To Cook for older mobile devices. With the help of a senior developer, I learned how to spot misuse of memory in a video game project.
I then created a tool to optimize data references throughout the project, and refactored a lot of gameplay code for the game to load only what it needs to at all times.
• In a project that was made in a month, I used YarnSpinner and set up relevant tools to create a command system that allowed our narrative designer to write in a scripting language a variety of behaviours for several NPCs to move around in an open map very quickly.• Created a tool to edit procedural generation algorithms with a graphic interface made of graphs and nodes in the Unity Editor.• Created a tool architeture to preview complex objects inside the Unity Editor, in custom windows or inspecting objects. I also implemented a version of this tool in Mutants : Genesis to preview all versions of a card, and their associated translations in the Unity Editor, as well as export visuals in bulk for marketing purposes.• Implemented FMOD for Mutants : Genesis. Created a tool to list all sound events in the project, and validate them through FMOD, which will be integrated into CI to create automated tests.

I spent 6 months at Kylotonn. I was part of the Tool Development team and was able to produce tools for Kylotonn's internal engine : the KT Engine. I also did some research on tool development for games to learn the good practices.Optimized the bug report process, by updating the in-game & in-editor bug report tool and using a PHP Server & the JIRA Rest API to automatically generate better JIRA Tickets. This optimization alleviated the producers of some of their most repetitive tasks.• Developed a raycast tool in the level editor, to debug collisions• Developed an Object distribution tool in an open world map, interacting with the file structure of the engine's levels. Enabled level artists to optimize the overall loading times of the game.

Click for animated demo

During my second year internship, I worked for ImmerGames making AR boardgames. My task was to adapt a Wargame prototype in AR.I used the Vuforia AR engine with Unity and developed a system that was plugged into the current code.

The Siege is a project I made with other sutdets during my first engineering school year. It is an asymmetrical multiplayer management game. Four players improve the city by dooing various tasks, and 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 in a few weeks, it was definitely an interesting technical challenge to overcome.

Throughout the years, I created a lot of projects for my studies, during Game Jams, or as personnal projects.
I continue to make some in my spare time! In this section you will find some of what I did over the years!

"Il Demeure Entre Ses Epaules" is a Visual Novel created by Naomi Kotek in the context of his artistic studies.I developed it using Unity and Yarn Spinner.
I also implemented an accessibility feature to disable some visuals that might be triggering for some players, and the parallax system that Naomi used to draw beautiful landscapes.

Eco-Island is my end of studies project. I worked on it with 4 other students during my last semester at the ENSIIE School.You can play and download the game for Windows, Mac and Linux.We made a simulated world where small, cute creatures live and learn from their environment. Our focus was to make an interesting AI for the players to have fun with.I worked on a dynamic UI that allows the player to take photos of the creatures he finds and take notes on them.I also managed the user tests of the project. I organized some thinking aloud tests, where players were saying what they were thinking while playing at all times, which allowed me to pinpoint some of our project's problems during production. I also wrote an extensive survey that was given to about 40 players. Compiling and analyzing the results allowed us to steer our focus towards what the players were interested in during the last weeks of development.

Arbitrium is a narrative game, and was made during the Unijam Game Jam in a team of 9 (3 developers, 2 writers, 2 artists, a sound designer and a composer). We were able to make the whole game in less than 48h (without having to crunch).I improved my knowledge of YarnSpinner, the narrative engine we used, and managed the team's work. We polished the game for a week after the jam was over and we ended up with a very polished game. I learned a lot doing so.You can play the game here.

Awale AR was a small introduction to AR development in Unity. I discovered how Vuforia worked, which allowed me to adapt in AR the classic "Awalé" african board game.Given the small time frame I had to develop this project, I couldn't make an advanced project. However I learned enough to start working on my second year internship, which was also an AR Boardgame, but with a much larger scope.

Match my disability is a VR project I made with 3 other students, supervised by VR teacher & researcher Guillaume Bouyer.Our goal was to make a VR game that would raise awarness of disability. You play as someone in a wheelchair. You can only move by grabbing a virtual joystick, which makes moving around difficult. The character also has trouble grabbing objects high up.This project allowed me to discover how to work in VR. I stumbled into interesting problems and it was very challenging for me to find original solutions due to the project's unique context.

Sachka, heal sitter was made for the Ludum Dare 46. This project quickly became one of my favorites. This is a parody of a MMORPG, where you play as a healer. The gameplay is centered around your healing spells and you need to keep your party alive.The combat is periodically interupted by narrative sequences happening in the chat box. I used YarnSpinner to manage the game's dialogue, which allowed our writer to work more efficiently.Not only did we end up with a finished small game, but we had lots of interesting feedbacks from players and learned valuable lessons as game creators.

JEditor was a project made during my second engineering school year, I took an advanced course on C++ object oriented programming. The final project of this class was to make a software in QtCreator.I decided to make a JSON Editor that would allow Game Designers and Writers to edit JSON files for their game projects. I was inspired by our point & click game jam where we used a lot of JSON files.This project allowed me to learn Qt and the strong design pattern used by Qt that handle the seperation beetween UI and data management. A colleague handled the UI while I wrote the code that modified the JSON files.

This Rogue-Like was made by a team of three developers. 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 colleagues handled the character controller and the AI. I made the main algorithm that generates each level using Unity's tilemap system. 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.

I also made a lot of other Game Jams and student projects since 2016, which is when I started using Unity!