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Professional Projects

I worked on and shipped 10 different games over the last 6 years on almost every platforms available such as PC (steam), consoles (Nintendo, Microsoft and Sony) and mobile (Android, iOS). I worked on these titles as a technical game designer but as we were a small team, had to put my hands on various aspect of the production. From game concept, prototyping, balancing, level design, narrative design, play tests and feedback supervision but also team management, QA and QA supervision, localization supervision and product management.

On all those project I used the same panel of tools, we develop all our games under Unity with a versioning software. All the production documents are made with the Google suite or the Microsoft Office suite and Photoshop for mock-ups meanwhile the producing aspect is made with Hack N Plan

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Unity

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GitHub

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Microsoft Suite

Google Suite

Photoshop

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HackNPlan

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How 2 Escape: Lost Submarine

Technical Game Designer

Production time : 1,5 year

Team size : 6-8

How 2 Escape: LS is the standalone sequel of the first How 2 Escape. As the first opus, How 2 Escape:LS is an asymetric escape game with one player on a companion app and a second on the "main" game. This opus takes place in a submarine in which you have to resolve riddles to go from the tail to the head through 6 differents rooms and discover what happened to this wandering submarine

About the game : 

My work :

I worked on every aspect of the game. From game concept, balancing and level design to QA. I also supervised the different playtests sessions, feedbacks and their implementations and the product management on the 8 platforms the game is available (mobile, consoles and PC). I also worked on the live aspect of the game through the live patches by taking feedbacks from the community

For this opus our goal was to create a memorable experience through fun and smart riddles by using everything we learned with the first game.
 

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Fort Boyard : Les défis du Père Fourras

Technical Game Designer

Production time : 3 months

Team size : 15+

 

Fort Boyard is initially a TV game / show in which participants compete through different mini games to earn money for different association. On this video game we adapted and recreated official mini games to make the existing party game bigger while staying true to the original Fort Boyard spirit.

About the game : 

My work :

I mainly worked on the new mini games, from selecting them through the official ones, adapting and presenting them to the publisher and rights-holder. We had multiple back-and-forth to arrive to what is present in the game. Then I worked on the implementation with pairs to produce and balance them on 5 different difficulties on such a short time. I also worked on the QA and training our latest game design interns

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How 2 Escape

Technical Game Designer

Production time : 1,5 year

Team size : 6-10

 

How 2 Escape were our first asymetric, puzzle and more "independant-ish" game. The game is an asymetric escape game taking place in a train. One player is playing on a companion app and a second on the "main" game. Through the game you have to resolve puzzle to discover the 7 different themed wagons and story. Each wagon contains 3 to 8 puzzles.

About the game : 

My work :

On this opus I worked on various aspect of the game. I arrived on the project on the first quarter of the production and helped with the etablished game concept to improve what has been done. Then I worked on the puzzle / riddle design, level design and balancing. I supervised the different playtests sessions, feedbacks but also the product management on the 8 platforms available (mobile, consoles and PC). I also supervised localization, live patches and also made some communication through the official social medias

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Ultra Mega Xtra Party Challenge

Technical Game Designer

Production time : 1 year

Team size : 10-12

 

UMXPC is a party game inspired by wario ware games, it include 100 short and absurd mini games with a Campaign, versus and online mode. The gameplay is mainly based on motion inputs.

About the game : 

My work :

I mainly worked on the solo Campaign and balancing for this project. My main task was to balance the 100 minigames in 4 different difficulties. But also a lot of implementation with the Campaign, balancing datas, sounds and feedbacks. The other big task was the QA of the game both offline and online and the product management for an online game on Nintendo Switch. 

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Instant Sports Winter Games

Lead Game Designer

Production time : 11 months

Team size : 4-10

 

Winter Games is a game which include 7 winter sports such as Alpine Skiing, Ice Skating or Snowboard. Compete with your friends or family in classic button mode or use the motion to play with an easy accessibility!

About the game : 

My work :

I did the game concept, balancing, level design, QA, but also implemented small features and managed the whole team as well as talking with publisher and localization company to complete the project in time along with the product management! I am currently working on the upcoming patches and the porting to new platforms!

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Instant Sports Paradise

Technical Game Designer

Production time : 1 year

Team size : 10-15

About the game : 

IS Paradise propel you in a idyllic island in which you can encounter cool NPCs, play sports, enjoy activities such as football, fishing, mining or collecting butterflies! Play alone or with your friends (up to 4) in classic button mode or in motion control!  â€‹

My work :

This is the biggest project we had at BreakFirst, I mostly did the game concept as well as HUB level design, level building, balancing and QA on the game!

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Instant Sports Tennis

Lead Game Designer

Production time : 8 months

Team size : 2-6

About the game : 

IS Tennis let you play with tons of cool characters with different stats to play tennis! Play in story mode to unlock new characters and defeat the various bosses with unique power or compete alone or with your friends in the mini games mode! Play in motion control for easy accessibility or in classic button mode if you want more challenge!   

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My work :

We worked as a very small team and I had to manage the whole team but also did the game concept, balancing, boss design, QA, sound design and product management.

Instant Chef Party

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Technical Game Designer

Production time : 10 monthes

Team size : 6-10

About the game : 

Instant Chef Party is a party game in which you can play up to 4 players and compete on various minigames both in motion control and classic button. Play in quickplay or roll the dice to pace up and down the board to be the first arriving at the end!​​

My work :

​I arrived on this project when it was already started, I had to finish each gameplay by iteration after playtests to make them the funniest possible in the minimum time. I also had to lead the new game designers that joined us in the journey and direct the QA phase!

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Instant Sports Summer Games

Technical Game Designer

Production time : 6 months

Team size : 6-8

About the game : 

Instant Sports Summer Games is the 2nd game of the Instant Sports range and is a game in which you can play 11 different sports from tennis, to high jump and archery! Play in motion control or classic buttons to compete with your friends! Playable up to 8 players!

My work :

I arrived near the end of the project. My tasks were to balance the different mini-games, supervise QA, implement music, SFX and VFX in the game. I also worked on the demo and on the day 1 patch which included new game modes! It's also the first time I had to take the product management tasks.

Instant Sports

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Technical Game Designer

Production time (patch) : 1 week

Team size (patch) : 1

About the game : 

Instant Sports is the original Instant Sports game, in which you can play 6 different games such as rafting, bowling, football or baseball! Playable in motion control and up to 4 players!

My work :

​I worked on a live patch to balance some sports in the game that were too rigid prior to Instant Sports Summer Games release. I mainly balanced the player controler, I added extra mobility through movespeed so it's less frustrating for the player in case he can't reach a ball, increased the motion sensibility to make it more family friendly, nerfed the exhaust mechanic because it restrained the player gameplay too much and balanced the whole AI.

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