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.
2019 - Entrepreuneurial Project
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
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.
2019 - School open project (3rd semester)
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.
2019 - School open project (3rd semester)
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.
2020 - Global Game Jam
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.
2019 - Unijam, by ENSIIE School & Paris 13th University
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.
2019 - MOOC Project
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.
2016 - 2019
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.
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 :
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.
3rd to 5th year higher education courses (currently in my 4th year)
The ENSIIE School is one of the only engineering public school in France that has a VR & Video Game development program. I am currently pursuing my second year and started specific classes.
I also did an Entrepreuneurial Internship at the end at my first year where we had 10 weeks to make a video game.
First and Second semesters : Mathematics (Probability, numerical analysis, graphs), Computer sciences (Web development, databases, git, object oriented programming, sevral group projetcs)
Upcoming semester : Virtual Reality (Unity), Augumented Reality (C++), Computer Graphics (Three.js), Advanced Object Oriented Programming (C++, STL, Qt), Interactive Art (Nodal Studio). For more details, see Upcoming projects
Interdisciplinary courses : English, Japanese, Communication, Economy, Management
During my 3rd and 4th semester at the ENSIIE
I was able to include two MOOCs in my curriculum, recognized by my school as authentic courses. I chose them to refine my academic career and fit my ambitions.
Game Design, by MITx : This MOOC contains explanations for core Game Design concepts (Rule, Mechanic, Dynamics, System, ...) by MIT's Game Lab. Each subject is followed by interviews from professionals going in depth on specific concepts. This MOOC together with my personnal research on game creation makes me more knowledgeable on topics such as game design, marketing and methodology for video games. This MOOC's final project consisted in creating a game and iterating on the game design through playtests.
Unity Certified Programmer, by Unity Technologies : I will start this MOOC this semester and will finish it before my internship starts. It will allow me to sharpen my Unity skills, which I have developed mostly on my own. This course will help me have a more professional approach to my game programming.
1st and 2nd year higher education courses
I'm a holder of Paris Descartes's DUT in computer sciences which is a 2 year higher education diploma.
During these two years, I had a lot of courses on many computer sciences subjects : Databases, software engineering, development in a lot of different langagues. As well as mathematics aimed at understanding computer sciences better (encryption, analysis, probabilities, ...). Lessons were strengthened by a lot of practical work and projects.
This curriculum gave me strong fundamentals in computer science, and I was able to put them in practice through a final year project (A card game mixed with T-RPG elements made in Unity) and in an internship at the URSSAF IDF as a Java developer.
I especially enjoyed learning Java and took specialized courses on the subject (concurrency, reflexivity, design patterns, etc...) and that's why it became one of my favorite language to work with.