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Game Design + Unity3D Programming
Self-educated
Poitiers, France
Sep 2009 - Present (15 years 4 months)
Even if I'm studying video game industry and more specifically development for a much longer time, I spent most of my spare time designing and learning core design of video games.
Initially making concepts and - with my level design background - iterating to make something makable and highly interesting for the players.
I learned how engines work. Rastering, shaders, animations in 2D or 3D, from modular design to mock-ups base design. I melt down the knowledge gathered to understand how studios proceed and the potential problems and success the could have face and the reasons of the development times.
At Gamagora, outside the university context, I expanded my knowledge beyond and aside the lessons done there because this was far not enough for me. I began to learn unity and programming to make such special things.
More recently, for the last 3 years, I learned programming in a deeper way, to iterate to make prototypes (that I'll keep in a corner for the moment) and clean coding.
Now, I improved my design skill and made me able to code and design games by having tech feasibility in mind, by knowing how programmers are working and keeping myself far enough from progs thinking to think such an unconventional way.
Blending all of this with the skills I gathered in the company I'm in, I think that I can jump inside a team to make such special and engaging games.
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Management
Auto-Pièces 79
Parthenay, France
Oct 2011 - Jun 2015 (3 years 8 months)
Restructuring work methods and bring a better vision and emphasis under extremely heavy constraints.
Goal : Helping a company in difficulties about industrial organization in 2011.
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Level Design
Self-educated
Poitiers, France
Apr 2006 - Sep 2011 (5 years 5 months)
Empirically learning by iterating at different levels on designing maps for Far Cry Intsincts Predator (FCIP) and Little Big Planet.
Building a fan base, a brand of maps and trying new theoretical principles.
type : Modular deisgn.
goals achieved :
- Thinking differently
- Maintain a fan base, by attending to their expectations and go beyond
- Get over the classic level design codes learned in schools and applied in video game industry.
- Get a better and more efficient view from Game Design without directly jumping in.
- Get a better visibility over iterating in LD
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Design
ECR-equipement
La Celle-Sous-Gouzon, France
Mar 2010 - May 2010 (2 months)
Designing industrial large lift tools