About Me
Passionate about video games since childhood and curious to learn more about this media, I started studying Game Design at ICAN (Institute of digital Creation And Animation). After three years, I obtained my Bachelor degree.
In my last Bachelor year, I began an internship as Game and Level Designer at DON'T NOD Entertainment. Once finished, I continued my work in the same company for a year and a half on the puzzle adventure game Jusant.
Strengthened by this experience, I am looking for new opportunities to completely enter into the video games industry.
QUALIFICATIONS
Here are some of the qualifications I acquired through my lifetime and the various experiences I encountered :
Creativity
In my opinion, it's one of the most important skill a designer should have. It allows me to find concepts that could be useful to a project. It can also question myself on my own proposals and ideas, while keeping in mind the production's main path.
Team Spirit
During my studies and professional experiences, I had to communicate with colleagues about their own profession and part on the project production. It enabled me to acquire communication qualifications leading to a easier transmission of informations so that everybody keeps on tracks and is aware of the last changes. It's a role that the designer must assume by his pivotal position on the production.
Polyvalent
My formation taught me the key points on most of the professions that compose a video game production, from Game Design to 3D Modelisation. Those learnings allowed me to understand ins and outs of each trade and find issues a collegue could encounter and that we need to solve. It also helps me adapt to their constraints and modifiy my designs accordingly.
SOFTWARE SKILLS
Here are some of the softwares I used during my studies and professional experiences :
Prototyping And Level Building
During my formation, I mostly worked on Unity 3D weither it was for my personal work or projects with other students. Thanks to it, I have learned how most of game engines work and how to use them for creating levels and game mechanics.
I also improved this knowledge, using Unreal Engine during my employement at Don't Nod Entertainment. Most of my work was done on that game engine and it allowed me to learn how to use it on a video game production process.
Documenting
As a designer, I have to relay information as clearly as I can. To do so, I've learned to use Google and Office Suites to set up documents that could fullfil this function.
Those documents might as well be for game mechanics descriptions than levels slicing presentations. I also used them as planning tools with my producers and fellow designers.
Organising And Debugging
My year at Don't Nod Entertainement taught me new ways of ogranisations and getting used to debugging and versioning on a game production project.
To communicate with each other we mainly used Slack and Microsoft Teams for our meetings. Those are softwares that I progressively handled to ease conversations and understand issues, since I was working from home most of the time.
Versioning was made with Perforce, a software that has been significant to initiate a project on which most of the workforce was working on from home. Its introduction allowed me to improve my skills on that kind of softwares, that I had developed during my studies while using Git Hub for school projects.
Last but not least, I used Jira software to debug and clean the mechanics and levels that I had in charge. It taught me more about bug tracking and QA compliance.
Documenting And Prototyping
I learned to use Adobe softwares in my Game Design studies, and practice them on most of my school renders.
I mainly used InDesign for my gameplay documents and Photoshop / Illustrator, for documents wrapping and diagrams. Those were also useful to provide assets while prototyping gameplay mechanics, especially mechanics that involved UI.