Game/Level design : Beatmaps of several levels, synchronize the music with enemies. 3D level blockout and final assets set-dressing. Balancing of mechanics and scripting.
Game art : Some of the 3D assets of the levels I was in charge of.
Beatmap design, blockout & set-dressing
Beatmap design, blockout
Beatmap design, blockout, set-dressing & 3D modeling
Beatmap design :
Obstacles are generated based on the music and retouched by hand. Each level has its own obstacles and settings. All this is integrated with a spline system in the game.
The levels are designed to show the most variety and environmental narrative condensed into a circuit that usually lasts 3 or 4 minutes. The focus is on how the set shows and hides things according to the music and the mood.
Night in the Pool
Night in the Pool is a point'n click and investigation game inspired by j-horror games like Danganronpa. The player goes to a closed pool in search of ghosts, and many mysteries await him...
Link : Itch.io
Game/Level design : Game & narrative structure/pacing. Game environment.
Programming : Scripting, dialogue, interactions and cutscenes.
Game/Level design : Core mechanics and structure. Blockout and set-dressing of areas.
Programming : Game systems (routine/IA, dialogue, mini-games). Technical direction and integration with the graphic team (shaders, spine animations, props-art).
Tomodomo is an adventure/point'n click game where you spend an evening confined inside your home. The concept of the game was to have several different endings depending on the player's actions during the evening.
During this evening, you are in constant phone dialogue with your girlfriend. All objects in the game are manipulable with physics and the whole game fits on a one hour timeline.
Note : The game has not exceeded the prototype state.
Game/Level design : Flowchart and branching of the game sequences. Structure and environments.
Programming : Game systems (physics, shaders, dialog system and object interactions).
Script : Script and dialogues.
Left 4 Dead :
Heavy focused on crowd management, the levels alternate between corridors/alleys and large spaces such as parking lots/roofs, in order to offer crisis situations to manage, considering the possible random appearance of waves of zombies and specials infected who poach players who wander too far from their group.
You play as 4 students trapped in an academy. Your final goal is to reach a lighthouse located on a cliff not far from there. The episode is initially divided into 3 levels, and the one presented here is the first. Players must reach a barrier on the beach next to the academy.