
Technical Game Design
About Me
I'm a french Game Designer who grew up making games for my friends. I combine a rational approach and an empathetic one to demystify the art of creating fun and to craft games that resonate with people.I love making games with others and I always strive to hone my expertise by studying as many games as I can to create the best systems and offer the best advice.
Software Skills
I am most comfortable with Godot for game development although I am acquainted with Unreal and Unity and occasionally dabble in them for side projects or when I help a friend.I have worked with github desktop for version control in 5 team projects so far and I feel pretty comfortable with the general mindset and procedures of working with version control.
Game Projects

Play it here
In Dreaven you seek to escape a ghostly dream by repairing a clock through a mix of combat and point and click sections.The goal of this project was to put myself through handling every area of production and harmoniously use every string I pull to make a cohesive whole.
Additionally, I wanted to create a decent boss fight featuring various skills of positioning, resource management, kiting and studying patterns with a hotbar of weapons while still feeling manageable and accessible by introducing each element smoothly.

Play it here
This was submitted for the week-long Godot Wild Jam #79 "Growing" and earned 13th place in the overall rankings over 178 total submissions. It also earned 2nd in Accessibility.In Dahlia: The Onion Witch you grow a plant-like Antipal by going out and fighting enemies for resources to feed it. Its appearance and dialogue changes based on its diet.Over 5 days it grows to outclass you in combat prowess, putting a twist on the usual Bullet Heaven gameplay by having you position yourself around your planty companion to get the most out of its abilities.

Shark Ninja Slaying is a gameplay-focused game made with a friend in a few days.You control and assemble a literal skeleton crew that shoots automatically but you can move left and right.Skeletons each have unique abilities and can Hybridize with each other to combine both effects into one.This freedoms expands the strategies and playstyle as you create rapidfire shotguns and piercing freezing rounds.

I made two board games: Ilodragon (image 1 & 2) and CollectoQuest (3 & 4). The former being a tile placing game about terraforming an island to welcome your Dragon family and the latter being a push-your-luck card game about looting a dungeon and defeating as many enemies as you can.Both of them are very quick games who's average lengths center around 10-15 minutes. My goal with these was to make games I could easily explain and start playing with no fuss no matter who I was playing with.Ilodragon in particular proved to be pretty successful at creating fun sessions where people would chain multiple games back to back, sometimes with people joining in the middle of a session and being able to pick up the game right away.In that game, you are given cards with tile patterns to replicate on the board to get your dragons out, but you must install them on a Biome (network of identical adjacent tiles) in order to win. The constant shifting landscape makes it a pretty replayable game.

Itch.io page (French Warning)
This Vertical Slice was done in 2 and a half months. I handled the level and puzzle design which, I frequently had to do-over entirely in order to adjust for our increasingly shrinking scope as the deadline got closer and closer.The game follows a traditional Resident Evilesque formula of puzzle and combat featuring inventory examination and item combination. The game uses fixed camera shots, however at any time you can activate your Psychic Sight to become immobile but gaining the ability to see enemies and attack them in first person view.
Documentation Examples

Link to Spreadsheet Here's an example of how I typically approach spreadsheets and balancing documentation - In this case a hypothetical document about the original Risk of Rain's Monster Balance; featuring conditional formatting and basic formulas for more effective perception of the game's balance