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Short Bio: Since my young age I've always been creative by drawing things, programming games on my TI-82 calculator or writing music on my guitar. But I started to study physics during 5 years in college, until I understand that it was not enough creative for me. So I passed a 2 years Multimedia Creative Director degree, before studiing Game Design during 1 year. After that I started to work at Monte Cristo during 1 year, mainly on the City Life game. Then I arrived at Ubisoft Paris to do some Level Design on Red Steel. Since then I continue to improve my skills on several projects.




Competences


  • Rational knowledge: difficulty, rythm, ingredients distribution on game's timeline, ...
  • Level workflow: enable to define the validation and production steps throughout the game's production.
  • Creative, versatile and technical: ability to solve design or/and technical problems, to find solutions that works in the game.
  • A way to design by focusing on the feedback and everything that will make the player understand the game.
  • Team management: organize and motivate people to work towards a common goal.



Professional game experiences


Tintin | Senior Level Designer
Ubisoft Montpellier, since 2010

  • I work on the Tintin video game adapted from the Spielberg/Jackson movie. More info to come in 2010.


Red Steel 2 | Senior Level Designer
Ubisoft Paris, 2007 - 2009

  • 2007 (Red Steel 2.1): designed and produced the First Playable Publishable, and brought the fourth game's levels to alpha.
  • 2009 (Red Steel 2.2): helped in the macro & micro game's level design, defined the processes and guidelines to prduce the levels.
  • Designed the first of the two big hub levels of the game: defined the quests, the storytelling, the mood, the gameplay ingredient distribution, rythm, difficulty.


Level Designer trainer
Ubisoft Paris, 2008

  • In a level design training framework, I've written and lead two one-day trainings: the first one about the macro & micro navigation in level design and the second one about the creative processes to create a level.


Rayman Raving Rabbids TV Party | Lead Content Level Designer
Ubisoft Paris, 2008

  • Followed-up the creation of 19 minigames (the one called "Level Design minigames").
  • Helped on the game design of these minigames.
  • Designed and produced the Beestie Boarding and the Mega Balls minigames (four levels of each).
  • Tuned difficulty, accessibility, feedbacks and controls on the wiimote and Wii Balance Board.


Red Steel | Level Designer
Ubisoft Paris, 2006

  • Designed and produced one entire level and helped on finishing antoher level.


Kazook / Xtreme Party (PSP) | Game Designer & Level Designer
Monte Cristo Paris, 2006

  • Designed and scripted (in LUA) three minigames: tuned feedbacks, huds, difficulty, controls, npcs's ai.
  • Helped on design and tuning of several other minigames.


City Life (PC) | Game Designer & Level Designer
Monte Cristo Paris, 2005

  • Designed hud ingame feedbacks and game interface.
  • Designed ten levels. Followed-up the other levels.
  • Tuned the rythm and difficulty: setting of all the game's variables (building costs, npc's behaviors, ...)



Studies & student projects


Master’s Certificate in Video Game, Game Design Specialization
ENJMIN, 2004

  • Kitchen Frenzy was shown in 2004 to the Ubisoft top management on invitation of them.


Multimedia Creative Director degree
Supinfocom, 2003

  • Kael ou la Maison des rêves has win an the Best Game Award at the Flash Festival in Paris in 2003.


Physic degree
Université Toulouse III, 2001


Skills


  • Engine/Editor : Jade & LyN (in-house Ubisoft engine), Virtools, Unreal Ed, FarCry Sandbox, Blitz.
  • Languages : Lua, PHP, Mysql, Javascript, Actionscript (Flash).
  • Softwares : 3D Studio Max, Photoshop, Flash, Premiere, Office (Word, Powerpoint, ...).