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Projects

Anchor 1

GTFO

GTFO | Ubisoft Game Jam 2015
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GTFO is a game created for the 2015 Ubisoft Game jam. As part of a team of five developers, I worked on the game design, level design and sound design. This 2d survival horror game is set inside Ubisoft Peck building. You play as a Ubisoft employee who fell asleep during a meeting on a Friday afternoon and wakes up to find out the building is now haunted by horrible creatures. Armed only with a flashlight, you must find your dead colleagues keycards to unlock the security doors and escape this nightmare.

Anchor 2

Spacebreak

Spacebreak | Ubisoft Game Jam 2014
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Spacebreak is a game created for the 2014 Ubisoft Game jam. As part of a team of four developers, I worked on the game design, level design and sound design. We had 48 hours to create a playable game from scratch that was following the theme of collaboration. We chose to do a classic 2d platformer game set in space with two characters depending on each other to escape the destruction of their station.

Anchor 3

Assassin's Creed 3

Assassin's Creed 3 | Animus Database
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I worked on Assassin's Creed 3 as a level designer where I was in charge of integrating all of the Animus Database elements. Working in the Anvil editor, my tasks on the project included :

 

  • Setting up triggers in the game world to trigger and unlock the Animus Database entries for all landmarks and historical events

  • Setting up characters and animals so that when the player encounters them for the first time their Animus Database  entry is triggered and unlocked

  • Take in game screenshots of all the characters, animals, landmarks and historical events and integrate them into their database entries

Anchor 4

Extinction

Extinction | Level 1A  - Wasteland
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As the first level of the game, I had to create the atmosphere of a friendly village full of life. To achieve that, I relied a lot on NPC scripting and interactions with the player.  Located in a post-apocalyptic Wasteland, this village is populated by gentle mutants. It is your duty, as the leader of the group, to protect them from any enemy attacks.

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Gameplay intentions:

  • Introduce the game's mechanics

  • Introduce the game's setting and backstory

  • Introduce a new enemy by creating a feeling of surprise

  • Use environmental traps to fight outnumbering enemies

  • Melee combat set-ups (the player has no long range weapons at this point in the game)

Anchor 5

The Switch

The Switch | Level 3 - Jailbreak
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In The Switch, you play the role of a cop named Rookie. In this level, he starts in a prison cell after being arrested for questioning the authority of the Police Force and thinking about joining the Resistance. So when the Resistance leader breaks in the Prison, Rookie offers to help and gets a chance to prove his allegiance and become one of them. 

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Gameplay intentions:

  • Fast-paced, action oriented

  • Create a sense of urgency

  • Lots of gunfights with the Prison guards

  • Follow the Resistance leader's orders

  • Have a boss fight as Rookie's ultimate test

Anchor 6

Team Fortress 2

Team Fortress 2 | Launchpad
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For this project, I wanted to create a fun and original multiplayer map while staying true to the TF2 style and aesthetics. In this map, the two teams fight around a nuclear missile launchpad. The goal is to capture the other team's intelligence to score points.

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Gameplay Intentions:

  • Offer many different paths to the enemy's intelligence

  • Crisscrossing corridors for a quick change of direction

  • Symmetrical design for balanced gameplay

  • Converge players to the main central room

  • Every character class can find a spot to use at their advantage

Anchor 7

Portal

Portal | The Forgotten Test Chamber
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Working on this map was a real learning experience. It is the first map I made and my first time experimenting with the Hammer Editor. The goal was to create a map that looked and felt like Portal while creating new and innovative puzzles using all of the game's mechanics. 

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Gameplay Intentions:

  • Intermediate difficulty

  • 2 minutes minimum walkthrough time

  • Puzzle oriented gameplay

  • Create a fun rhythm throughout the level

Anchor 8

Scripting

Scripting | Zombie Prison
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The purpose of this map was mainly to experiment with the scripting tools of the Hammer Editor. The objective of this map is to get a group of Combine Soldiers to fight through a zombie infested prison without any player interaction.

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