With a 10 years background in game dev, I specialize in a technical and experimental approach to game & level design.I believe there is room for innovation in existing formulas, and in every aspect that makes a video game genre what it is.
Dungeon tourists
tba
Multiplayer rail-shooter | Unity
Take photos with your friends, throw stuff, unlock new floors, get rewards, and complete your collection.
Dungeon Tourists is still being developed at this time. Here are a few highlights :• Level design of 26+ unique layouts.• Design and integration of 15 different photo targets categories with their own behaviours and variations (routines, interactions with players, interaction with other photo targets...).• Programming of a C# procedural floor generator from scratch to match the rail-shooter path design.• Netcode peer-to-peer integration through the Steamworks API.

The salt order
HAUNTED PS1 DEMO DISC, 2021
Horror/Puzzle | Unity
The retro horror game where you draw lines of salt to stay safe.
Use a limited resource to draw on the ground to alter the playfield. The enemies are forced to avoid it, so you can literally redraw the level to your advantage.The Salt Order was showcased during the Experimental Game Showcase at GDC 2026.• Full design and system integration of the "salt drawing mechanic" using both C# and visual scripting.• An organic level design based on this mechanic, since you can freely alter the playfield.• Design and integration of 2 different kind of enemies inside the demo to explore that mechanic different ways.

Encantype
2020
Typing game | Unity
An experimental game inspired by "typing of the dead" made in two-weeks for my partner's birthday.
Big plan was to make it juicy, short, fun, and to ship it in a really quick time span.• Design of a ~5-min long scripted rail-shooter level with Cinemachine + Timeline and visual scripting.• System design for enemies with random name generation and different attack behaviours.• Design of a scoring/combo system, even though you score secretly does not matter in the end.• Some rotoscopy work for the hands. This was a lot of fun to make!I would love to experiment on this concept later on, by getting rid of the rail-shooter aspect and dive into an interactive world.

Data center
Perpignan game-jam, 2019
Puzzle/Narrative | Construct
A narrative exploration game featuring a bat and big machines.
Music by Masami Komuro.
Actually a collab between Masami and I. I absolutely loved his sound design philosophy so we worked together for that game-jam.• 2D top-down level design with 4 rooms to explore in any order, and 3 different puzzles to solve.• Game design for a unique exploration mechanic with a twist at the end.• Narrative design with a bunch of cryptic clues and 2 different endings.Data Center ended up being a project I am really happy with. It is a simple story with fun puzzles, and -i hope- cryptic but inspiring endings.

Cottage island
2019
Puzzle/Narrative | Unity
A cozy narrative game about taking your time and looking at things.
Music by Breakbeat Heartbeat.
Cottage Island was a side project to experiment with an interaction system that relies on looking -or not looking- at objects in the world space.
It was also my first experimentation with stencils and depth checking.• System design for a look-around to interact mechanic.• Game/Level design of interactive behaviours assigned to game objects in the environment.• HLSL shader writing with a pixelation filter and a sobel filter applied to selected layers.

Jardin
Global game jam, 2019
Procedural poem | Construct
A procedural walk on an endless lake.
Jardin is one of my earliest attempt at designing a procedurally-generated game. It's a very simple experience with only a few keys to use, an endless canvas, and all the time in the world.• Procedural level/sound generation system in visual scripting using pre-existing assets.• Procedural poem writing using a cut-up inspired technique in game design.• Programming of an endless layout where you can build your garden or run around indefinitely.

Under the bed
2018
Horror/Puzzle | Unity
A short narrative horror adventure where you can only see what's around you when the game is paused.
Under the Bed was originally made during a 3-days game jam using one of Pippin Barr's game ideas : "You spend all your time on pause because you're too scared to play".The game was exhibited at the FILE Festival 2018 in Sao Paulo.• Level design of 5 different layouts with unique puzzles in them.• Visual scripting of behaviours for the creatures and the interaction/puzzle systems.• Foley design for most of the sound design in the game, using voice acting, props, and field recording.

Tides of tomorrow
Digixart, 2026
Action/Narrative | Unreal Engine
Designer
Can you survive the choices made by your friends and streamers?
In this adventure, it's up to you to shape the destiny of this submerged world.
• Conceptualized the game structure, level design, system design, then tested and documented it throughout the various steps of development.• Mentored and onboarded the game/level design team.• World building and quick layout and system prototyping to lead the game's vision.• Active collaboration with the rest of the team (ie animation, art, sound and programming).• Follow-up with playtests and the creative direction feedback to keep the game vision on tracks.
Road 96 : Mile 0
Digixart, 2023
Adventure/Narrative | Unity
Designer
The prequel to Road 96. Play Zoe and Kaito where it all started. Challenge your beliefs!
Since I was already working on Tides at the time, I mostly helped with :• Backing-up the production to fix bugs and design issues.• Work on a few level design passes on the 30+ existing levels.• Quickly add small interactions in the levels to make them more lively.• Rework some minigames entirely, such as the newspaper shooter.• Fully design a level in the original Road 96 spirit : Biggy's diner encounter with Alex.
Road 96
Digixart, 2021
Adventure/Narrative | Unity
Designer
Hitchhike your way to freedom in this crazy procedurally generated road trip. No one's road is the same!
• Conceptualizing our procedural narrative structure with the rest of the design team and our GPP.• Level design of 60+ levels from start to finish
(pitch / blockout / scripting / writing / cinematics / polish).• System design of unique minigames with our GPP to fit the game's structure.• Active collaboration with the rest of the team (ie animation, art, sound and programming).• Following internal and external playtests and squashing as many design issues and bugs as possible.• I'm behind the pipe jumpscare in the tunnels.
Sorry not sorry :)