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YNOV Bordeaux
October 2019 - January 2021

Game Design Teacher

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For the second year in a row, I've now been teaching Game Design at Ynov Bordeaux, a school hosting multiple courses in Game Development and other subjects.

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I've been in charge of a class of Mastère student specialized in Game Design, teaching them the basics they need in both Game and Level design to get started in the video game industry.

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I've also helped manage their student projects, from concept to finished product in order to start building their portfolio and experiences. 

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At the same time, I've also given design courses to Bachelor 3 and Mastère classes from other courses (Game Prog and Game Art) to teach them the basic goals of design and its language in order to facilitate the communication between classes during school projects and in the industry.

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Microsoft Flight Simulator
November 2017 - July 2019
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Mission Designer

 

I worked on MFS as a Mission Designer, focusing primarily on early game tutorials to teach new players the basics of
sim-based aviation (Plane basics, taxiing, taking off, aerial controls...)

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I also worked on Landing Challenges, a set of missions focused on players returning to the franchise. These missions were aimed at challenging their skills, and offer bite-sized experiences (5-10m), landing at some of the most difficult airports in the world (Lukla, Courchevel...)

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Both of these missions were completed through early research and documentation as well as integration of the mission parameters and triggers in Asobo's proprietary engine through XML scripting.

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This project taught me the importance of thorough research on complicated subjects, and how to teach complex information through game systems and repeated experiences

Disneyland Adventure
& Rush
March 2016 - November 2017

Junior Game Designer

 

These two games were remastered by Asobo from a Kinect only gameplay to a gamepad/keyboard control scheme, with the addition of new levels and features.

The main challenge of this project was to stay true to the original experience defined in the Kinect game and translate the control scheme without changing entire sections of the game. While challenging, it gave me the chance to study prior work and build upon it in order to get my ideas through.

 

This project taught me the importance of a control scheme and how it impacts every step of the production, because changing it after a game is done is difficult. It also gave me the ability to improve my ability to prioritize the sections of the game that will have the most impact on the end product.
 

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A Plague Tale : Innocence

(Pre-production)

October 2016 - March 2017
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Junior Game Designer

 

I joined the preproduction of Plague Tale as a junior designer, tasked with presenting ideas and concepts with the help of a concept artist to contribute to the team research.
 

On this project, I learned to be thorough in my reference research, in order to understand the ins and outs of a feature present in another game before trying to make it work in a different project. 

 

The joint work with concept artists also taught me the importance of finding the right visual to help convey an idea.
 

Recore
July 2016 - October 2016

Level Designer Intern

 

I joined Asobo Studio during the end of production for Recore, with most of the levels already designed and implemented.

My main task was to play through the levels and give feedback on the parts I thought could be improved, with detailed documents and references to support my suggestions. I was able to make my ideas heard in production meetings and directly impact the player experience, mostly on the combat gameplay and the UI design of the world map.

 

This project taught me to organize and document my ideas in order to be able to defend them in front of the project leads and production.
 

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Life is Strange
January 2015 - June 2015

QA Tester Intern

 

​I joined the DONTNOD Entertainment team to help them on the production of the episodic game Life is Strange. 


As a QA Tester, my task was to list off bugs and report them to the appropriate teams so they could be removed. 

This experience was incredible, not only because the game really resonated with me and I enjoyed as a player, but also because I was able to discover all the different sides of a game production. This has given me a good understanding of the needs and priorities of multiple teams that make up the production.

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