“Climb The Atrium and explore its secrets. Will you be the fastest to beat this gauntlet?”
The Atrium Gameplay
Initialy The Atrium was a school project where we were tasked with making a game where the player needed to escape someone or in our case something. We wanted to make something simple that we could polish to its max. We decided to go with a Bennett Foddy like game inside a tower, heavily inspired by Beton Brutal.
Our main objectives was to make this game hard but rewarding. The player needed to fall and learn from its mistakes but he didn't need to fall all the way down everytime and all the time. We want players to persevere and log back in to get a highscore.
The Atrium Gameplay Ice Rings Level
Around 400 hours (Myself only)
4 Game / Level Designer - 1 Technical Designer - 2 Artists
Game Design - Level Design - 3D Art - Sound Design
Unreal Engine - Blender - Photoshop
“Survive the longest and get a high score in this shmup inspired desktop game"
Gameplay
The idea behind this game is to make standards in games disappear. I had the idea to use the desktop utility bar to trigger actions in game. At first the idea was to use the minimise action to dodge attacks in a game. It then developped into using all of the tool bar buttons for different enemies. Since we had limited time we went for a shmup like gameplay and designed our ideas around the concept
48 hours
3 Game Designer - 2 Technical Designer - 1 Pixel Artists / Sound Designer
Game Design - Pixel Art / Animation
Godot - Aseprite
We had 48 hours to create a game using the theme "Disappear". We interpreted it by making app common rules disappear. We also add the restriction to have only one camera angle. We wanted the game to have a transparent background at first and the player would then play the game in its own desktop. For reasons of clarity in gameplay we decided against it.
“Take control of the wind and guide a feather through a world filled with robots and danger”
Trailer
We wanted the feather and the wind to reflect their real world equivalent as much as possible. Working together with our team's programmer we went through multiple iteration to make sure that the variable the player could play with would affect the wind and therefore the feather in the most natural and intuitive way possible.
Around 250 hours (Myself only)
4 Game / Level Designer - 1 Programmer
Game Design - Level Design - 3D Art
Unity - Blender - Photoshop
This project's initial task was to create a game with an interesting / exotic / never seen before controller. After an intensive first session to filter out a bunch of ideas my team and I decided upon making this a game where you control the wind and you would have to keep a feather flying through the air. For the project we needed a detailed documentation and plan of action since we only had about a month and half to execute everything.
I was personally in charge of multiple aspect of the project including : Design 3C, System Design, 3D Art (I created almost the entirety of the assets seen in the project including VFX), Level Design of the 3rd level (Foundry) .
Level 3 Foundry
I am a Montreal based video game developper currently studying at Isart Digital in the Game Design course. I enjoy exploring and learning about all spheres and medias involved in game developpment . I love experimenting with all types of game and constructing complex and intricate universes and levels. I love illustrating my ideas and making them come to life in engine through prototyping. I'm excited about joining the industry and collaborating with studios and developpers who made my favorite games.
After finishing High School I attended Cegep in hopes of finding my path in one of the many science type programs offered. I soon realized it wasn't meant for me and took a break to figure out my real passion which happened to be video-games. I started my studies knowing nothing about the industry and joined a design and animation AEC. Over a course of 2 years I learned a lot about how video games function at their core and decided to reorient myself towards game design and level design which spoke to me a bit more than the general 3D modeling I had been practicing. I found out about Isart Digital and was accepted to participate in their game design program. Here I am today learning the ropes of Game Design and all of its connected affinities.
Game Design
Level Design
Prototyping
Game Balancing
Ressourcefulness
Helpfulness
Autonomy
Clear Communication
Documentation
Word - Powerpoint - Excel - Confluence - *Figma
Organisation
Trello - JIRA
Graphic and 3D Design
Photoshop - Blender - 3ds Max - Substance Painter - *Maya - *Zbrush
Prototyping
Unreal Engine - Unity - *Godot
Video Montage
Premiere - *After Effects
Computer Language
*C# - *UE Visual Scripting
* I have an intermidiate understanding of the software's or language's functionnalities
French (Mastered)
English (Intermediate)
Spanish (Elementary)
Looter Shooters
Hero shooters
FPS
Souls Like
TPV Combat
Music
Photography
Cinematography
Formula 1 (Papaya Fan)
and of course video games :)
Mini Open World project inspired by Star Citizen
Playthrough
100 hours of work (WIP)
I developed every aspect of this gameplay by myself with the use of tutorials and unreal engine documentation.
Prototyping - Level Design - 3D Art
Unreal Engine (ALS) - Photoshop - Blender
This project was realized by myself in a level design class context. The assignement was to create a Mini Open World level. I was inspired by the recent Star Citizen tech video and decided to create a world ispired by its universe. In this instance the player incarnates a bounty hunter which needs to investigate an attack which took place at a company compound on a nearby planet.
I wanted the gameplay to be mainly dialogue driven with mechanics supporting the investigation feature. The player should not feel as though the solution to the investigation is clear and easy but rather like they should figure it out by themselves.
After implementing a simple dialoge system and a few other prototypes more or less related to the project ad part of other classes, I've decided to create a notepad mechanic where player will be able to record parts of conversations and attach pictures they have previously taken with their camera tool.
This project is still a work in progress.
“Take control of the wind and guide a feather through a world filled with robots and danger”
Full Foundry Walkthrough
Around 25 hours
4 Game Designer - 1 Programmer
Level Design - 3D Art - Game Design
Unity - Blender - Photoshop
This project's initial task was to create a game with an interesting / exotic / never seen before controller. After an intensive first session to filter out a bunch of ideas my team and I decided upon making this a game where you control the wind and you would have to keep a feather flying through the air. For the project we needed a detailed documentation and plan of action since we only had about a month and half to execute everything.
I was personally in charge of multiple aspect of the project including : Design 3C, System Design, 3D Art (I created almost the entirety of the assets seen in the project including VFX), Level Design of the 3rd level (Foundry).
First of all, the intetion was to make this level more thecnical than my fellow coleagues' level since this was the third level in the game. Hence why the ramp up to some mechanics is pretty rapid in the start of my level. New mechanics on the end are introduced through easy to harder blocks that create a fluid learning curve.
In the end I was very satisfied with the work i was able to get done in the little time we had left before "Shipping" the game. I felt like i was able to create a challenging yet fair experience as well as making an interesting experience for the player. Through multiple iteration and testing by colleagues I put in place a well balanced level with a nice intensity variantion althouth I did not have much time to plan ahead.
Stealth shooter navigation exercise focused on creating emotions for the player created for a level design class.
This project was realized by myself in a level design class context. This exercise was aimed towards learning general navigation and creating emotions for the player. We were tasked with creating a map using basic building block whether in unreal or unity. I found it easier for me to spend a little time creating building blocks in blender to represent better my intention and the mood I was going for.
I started the exercise by creating a level design document presenting the different section I planned to create using different ingredients I would create. Since this class was aimed towards Level Design I downloaded an existing project from a developer online and created my scene using its multiple features and mechanics.
I made most of the assets in the scene using blender and utilized unreal engine assets store to create a moody environment using a weather and water plugin. Once my scene was in place I created the navigation with the intention of making memorable events for the player to go through.
40 hours of work
The Unreal Engine project was made by a third party developer, I created the level design and most assets by myself.
Level Design - Environment Art - 3D Modeling
Unreal Engine - Blender - Photoshop - Draw.io
FPS parkour game created as part of a set piece project in a level design class
Playthrough
60 hours of work
I developed every aspect of this gameplay by myself with the use of tutorials and unreal engine documentation. Colleagues helped me with general feedback on gameplay feel and level design aspects.
Prototyping - Level Design - 3D Art
Unreal Engine - Photoshop - Blender
This project was realized by myself in a level design class context. Originally a set piece assignment , this gameplay was imagined as part of a larger open world racing game which was never created.
I wanted this to be a fast pace shooter type game with easily understandable controls and features which would affect the way the player could move around the map. I then added small and easy objectives such as the target shooting and the time gates which created the time race in itself.
I decided to include wall run, double jump, physics based slide and the gun recoil which could help the player with difficult movement maneuvers. All of these movement focused mechanics then needed to work seamlessly in between each other which I succeeded at doing after a bit of tinkering in the character blueprint. For all of the feature I created I made sure to implement a parameter that would affect the difficulty so that I could adjust it later on.
Although this project went pretty smoothly two challenging parts stood out to me. First of all, I worked hard to make sure the player would keep his velocity throughout the level. I created a simple function which lets the player have a small amount of time without ground friction on landing to make sure that he could transition into is next action. Secondly, a created the deathbox feature halfway through the project since I thought the game was missing a danger element. Adding the death box really created a more exciting gameplay.
A 4 minutes long MegaMan level design exercise aimed towards 2D level design theory and iterations.
The task was to make a 4 minute long creative MegaMan level to learn the basics of level design and more specifically 2D level design. The level was created inside MegaMan maker.
I got the idea that MegaMan had to escape prison which I think is a pretty funny situation for a hero type character to get himself into. The whole level was then themed around WardenMan in accordance with the MegaMan license general intentions.
I first made a one page level design document specifying my design intention. See 1st Image.
On and off over a 3 month period.
Myself
Level Design
MegaMan Maker- Photoshop
Using the Portal 2 Editor three level designers and myself created a fake portal 2 DLC
The task was to create a full DLC sequence from the latest portal game using a basic builder engine and a limited set of ingredients.
The intention behind the gameplay was pretty simple, we wanted to show the player the origin of the aperture laboratory through a series of puzzle exactly how a portal DLC would. The final version did not resemble the original plan as much has we'd hoped at first due to engine limitations but did portray the main objectives of our assignment.
Using the one pager method we made a macro level design document of our levels showing the intensity, difficulty, narrative intentions and the ingredients used in our different sections. We then proceeded to make one pagers for each of our individuals levels while keeping in mind the overall experience we wanted the player to undergo. We also wrote down intentions for the narrative part of our levels demonstrating through text what the player should expect while playing.
40 hours of work each.
4 Level Designers
Level Design
Portal 2 Builder - Photoshop - Illustrator - Powerpoint
“Climb The Atrium and explore it's secrets. Will you be the fastest to beat this gauntlet?”
Gameplay
Around 400 hours (Myseld only)
4 Game/Level Designer - 1 Technical Designer - 2 artists
Game Design - Level Design - 3D Art - Sound Design
Unreal Engine - Blender - Photoshop
I was personally in charge of Design 3C, System Design, Level Design, some 3D Art (assets and VFX) and Sound Design.
A
“Survive the longest and get a high score in this shmup inspired desktop game"
48 hours
3 game designer (Myself) - 2 tech designers - 1 pixel artist/sound designer
Game Design - Graphic Design - UX - Pixel art and animation
Godot - Aseprite
We had 48 hours to create a game using the theme "Disappear". We interpreted it by making app common rules disappear. We wanted the game to have a transparent background at first and the player would then play the game in its own desktop. For reasons of clarity in gameplay we decided against it. .
The idea behind this game is that we wanted the make regular standards in games disappear. I had the idea to use the desktop utility bar to trigger actions in game. At first the idea was to use the minimise action to dodge attacks in a game. It then developped into using all of the tool bar buttons for different enemies. Since we had limited time we went for a shmup like gameplay and designed our ideas around the concept
“Take control of the wind and guide a feather through a world filled with robots and danger”
Plume Trailer
Around 250 hours
4 Game Designer - 1 Programmer
Game Design - Level Design - 3D Art
Unity - Blender - Photoshop
This project's initial task was to create a game with an interesting / exotic / never seen before controller. After an intensive first session to filter out a bunch of ideas my team and I decided upon making this a game where you control the wind and you would have to keep a feather flying through the air. For the project we needed a detailed documentation and plan of action since we only had about a month and half to execute everything.
I was personally in charge of multiple aspect of the project including : Design 3C, System Design, 3D Art (I created almost the entirety of the assets seen in the project including VFX), Level Design of the 3rd level (Foundry) .
We wanted the feather and the wind to reflect their real world equivalent as much as possible. Working together with our team's programmer we went through multiple iteration to make sure that the variable the player could play with would affect the wind and therefore the feather in the most natural and intuitive way possible.
Here is a bunch of design of heroes for existing hero based games.
With this character i wanted to make a tanky support character with utility to help you teammate survive. I started with the idea of the Taunt ability which I have rarely seen in multiplayer games against online players. I then built the other abilities around the ultimate so that all of the abilities could be used in tandem and synergize well with each other.
This character is inspired by some characters in tv shows (Kite form HxH, Sevika Arcane S2) with random abilities. I thought that the way these characters adapt to the ability/power/weapon they acquire could be replicated in a hero based game quite well. I think this dynamic would be a perfect match for this specific kind of heroes that steal other heroes' abilities. This hero would amount to great moments when using a combination of random abilities in synergy.
“Battle against your friends in this hilarious free for all melee”
Gameplay
About 25-30 hours
4 Game Designer - 3 artists
Game Design - Level Design - 3D Art
Unreal Engine - Blender - Photoshop
This project's was created in the context of a game week event during which our team was tasked with making a game in about 4 days time wihtout overtime (only during class hours). The theme was "All for one and one for all".
We wanted to make an quick and easy couch versus game based off of the "Les Trois Moustiquaire" satire of the original story. It became a 2 objectives brawl game where players win by collecting flies but can steal each other flies by slapping their opponent.
“Skate across the city of Tokyo and defeat powerful enemies as a modern day samurai in this fast-paced action rpg”
On and off over a 2 month period
Myself
Game Design - Graphic Design - UX
Powerpoint - Photoshop - Figma
This project started as a game concept pitch task which I portrayed through a PowerPoint presentation (see 1st Image). I then continued my creative process by utilizing the concept in different projects and feature. Over a one year period I made multiple graphic design illustrations, a UX in game/menu game flow design using Figma and a prototype on unity.
This game idea came to me has a big open world game combining some of my favorite things. I decided to pursue this IP because the project had no real limitation since it was only for pitch. I let myself dream big and created a whole universe and a multitude of feature / mechanic to match the thematic and overall vibe of the game.
Gameplay sequence special ability activation
Escape the Nightmare is an horror labyrinth like dynamic game utilizing AI inspired monsters controlled with dies.
4 Months
3 Game Designers
3 Artists
Game Design - Eco Game Design - Design Graphique
Tabletop Simulator - Excel - Photoshop
The board game project tasked us to create a full game prototype for 2 to 6 players lasting about 10 to 40 minutes. As a bonus we were not allowed to use an actual board in our prototype. The big challenge during this project was the actual cooperation with a team of artist which we managed very wel!.
The game was entirely made using the Tabletop simulator platform. We went through many iterations and balancing steps to take the concept to a level we felt was most fun and enjoyable. We worked closely with our art team making sure they were well aware of changes being made as well as including thematic elements into our approach of mechanic design. Overall very amusing and fulfilling project.
“Transporté dans le monde digital, vous êtes une erreur dans le système. Survivez aux conditions de votre existence surnaturelle !”
We were instructed to create a game which could accommodate a "counter" mechanic. My teammate and I decided to think outside the box and create a counter using bullet and firearms.
Once the initial game pitch in order we had to fully thought out every ingredient, pattern, atomic parameters and signs/feedback that would affect this particular feature. We started by figuring out all of the physical as well as mental skill involved in our VR bullet hell game. The rest was a matter of figuring out logical parameters and numbers.
20 hours of work each
2 Game Designers
Game Design
Powerpoint - Photoshop
Unreleased Idle Game Secrets
I began exploring economic design on my own because I put myself in charge of general system design for an idle game project.
I started by analyzing what was out there in terms of idle game formulas and design ideas. I made multiple iterations of an excel spreadsheet trying to figure the base game functions and how the different variables would affect the game and the player in itself. Once I had a solid version of this excel I was shown a website called machination on which I started implementing my formulas and functions so I could later on fully balance the game from the site itself.
Exploring confluence and its many functionalities I found myself enjoying the website and developing a love for documentation as a game designer. I created the many confluence pages and made sure to help out my team by setting up page templates and feature/assets naming convention to help out with communication and clarity. I also organized the confluence's children and parent pages and made sure every new feature was where it belonged!
About 150 hours
3 - 6 Game Designers
10 - 15 Artists
I was appointed to lead Game Designer and was the only designer in charge of Eco Design
Game Design - Eco Game Design
Confluence - Excel - Machination
I am a Montreal based video game developper currently studying at Isart Digital in the Game Design course. I enjoy exploring and learning about all spheres and medias involved in game developpment . I love experimenting with all types of game and constructing complex and intricate universes and levels. I love illustrating my ideas and making them come to life in engine through prototyping. I'm excited about joining the industry and collaborating with studios and developpers who made my favorite games.
After finishing High School I attended Cegep in hopes of finding my path in one of the many science type programs offered. I soon realized it wasn't meant for me and took a break to figure out my real passion which happened to be video-games. I started my studies knowing nothing about the industry and joined a design and animation AEC. Over a course of 2 years I learned a lot about how video games function at their core and decided to reorient myself towards game design and level design which spoke to me a bit more than the general 3D modeling I had been practicing for 2 years. I found out about Isart Digital and was accepted to participate in their game design program. Here I am today learning the ropes of Game Design and all of its connected affinities.