My other works
By category
Game design
Conception - Test - 2023
Game design test
As part of the recruitment process for a video game studio, I did a fairly comprehensive game design test, which also included a few other subjects (UX, level design, production management). I found the test interesting and really enjoyed doing it. My work was also validated by the studio in question, even though I didn't end up joining them.
Full document summary
Part One
Exercise 1 - Zelda: Breath of the Wild pitch
Exercise 2a - Archery in Zelda: Breath of the Wild
Exercise 2b - Link's controls in Zelda: Breath of the Wild
Part Two
Main questions
1. Improvements to Pine's tutorial
3. Boss concept emphasising infiltration
8. Increasing the replayability of Hyper Light Drifter
9. Make Styx's moves more fun
Additional questions
16. Improve the inventory of Animal Crossing: New Horizons
14. How to rebalance a tactical game
20. How to estimate the duration of a task
Part three
Open topic - Improving climbing in Uncharted 4
Conception - Isart - 2020
Gameweek: make a mobile F2P game
For this three-day gameweek on the theme of free-to-play mobile games, my team and I chose a hyper-casual game concept, where the player controls a sea lion who has to balance as many objects as possible on his nose. Unfortunately, we hadn't anticipated the complexity of the game's physics, which meant that a lot of time was wasted.

Dowload the game (.apk)
Conception - Isart - 2020
Adapting a licence into a video game
As part of this licence adaptation exercise, two other students and I created a game concept based on the film Moana. We created a complete document setting out our intentions for the game, as well as two small, basic prototypes to illustrate two of the mini games we had in mind.
Analysis - Isart - 2019
Analysis of a Free to Play mobile game
Along with three other students, I deconstructed the mobile summoning game Lionheart: Dark Moon. The analysis focused on the free-to-play nature of the game. We studied its ARM model, its correlation chart, its emotional triggers, its FTUE, its metagame and carried out a brief benchmark.

Conception - Isart - 2018
Modernising ancient mechanisms
After studying several ancient board games, we had to use the mechanics of our choice to recreate a more modern game for two players on the PS Vita. This work was carried out in groups of 3 students.
I invite you to discover our work by consulting the One Page document of our concept as well as the three other slides which present respectively the 3Cs, the core gameplay as well as a one minute simulation of the game.
Analysis - Isart - 2018
Analysis of Megaman X's first level
This (individual) analysis was to focus only on the introductory level of the game and consisted of preparation for reproducing the 3Cs of the game using Construct 2 software.
The report had to fit onto 10 slides of a Power Point document, which meant it had to be fairly concise, and had to follow the following outline:
I. Presentation of the game
A. Overview
B. Universe
II. 3Cs
III. GD and LD parameters
A. Collectibles
B. Level Design
C. Gameplay intentions
Conception - Isart - 2018
Create a Sokoban variant
In groups of three students formed at random, we had to create a variant of Sokoban, a puzzle game in which you have to move blocks with the help of a character. We created Sokolor, a colourful variant of the original game. Please take a look at our One Page presentation document.


We had to make the game physically and create a level for each student. We used slate markers and plastic sleeves into which we slipped our drawn levels to simulate the flow of paint while allowing the levels to be replayable. We used Lego to represent the paint crates and the character. I chose to make a difficult level.

My level (hard)
Conception - Isart - 2018
Recreating a targeted experience
After studying several ancient board games, we had to use the mechanics of our choice to recreate a more modern game for two players on the PS Vita. This work was done in groups of 3 students. In groups of three students, we had to create a game whose play experience would correspond to the graphics imposed by our teachers. These graphs designated respectively: the quantity of ilinx, mimicry, alea and agôn; the proportion of game in relation to play; the proportion of semiotic, stochastic, performative and social contingency.
(click to view the document)
I invite you to take a look at our work in the slideshow above. However, we were asked not to explicitly present the relationship between the imposed graphics and our creative choices. So I don't have a written record of it, just as the teacher didn't leave us the graphics.
Level design
Conception - Test - 2022
Mission Design for GTA 5
As part of the recruitment process for a video game studio for the post of narrative level designer, I invented a mission for Grand Theft Auto 5. It's an exercise I particularly enjoyed doing.

Extract of my work
Full document summar
I. Golden rules
II. Level
A. User story of the level
1. Storyline/Mission brief and objectives
2. Level flow
3. Level themes
B. Events that convey the main narrative
Conception - Isart - 2020
Mini level design on Unreal
I created a very short sequence of dungeon rooms based on Link's Awakening, in a schematic way. The aim of this exercise was to get us to handle the Unreal Engine and to think about the order in which a player perceives the different elements of our level design.

Analysis - Isart - 2018
Analysis Cuphead's first levels
For this (individual) exercise, the brief was to analyse the first two bosses of the game Cuphead and the first level of Run and Gun. As requested, my work was presented in PowerPoint format, in two parts:
I. Overview
A. Technical details
B. Pitch
C. 3Cs
II. Breakdown and analysis
A. Gameplay bricks
B. LD patterns
C. Boss patterns

Conception - Isart - 2019
Capture the flag map
After representing my intentions on Illustrator (level in top view with different layers for the different heights), I modelled a capture the flag map, using the Unreal Tournament editor. The brief was to build most of the level design in BSP, but also to manipulate the blueprints a little to create a few specific elements myself, such as a moving platform.

Analysis - Isart - 2019
Crash Bandicoot RLD
Using an RLD table template, two other students and I analysed the first five levels and the boss Papu Papu in Crash Bandicoot 1. We looked at different difficulty curves and learning curves. I was in charge of level 3 (The Great Gate) and the boss.
Narrative design
Analysis and conception - Test - 2022
Analysis of the narration of a game extract
I analysed the narration of a short video extract from the game Plague Tale: Innocence. I invite you to consult the YouTube video while reading my document, as I use its timecodes to give a detailed description.

Sommaire du document complet
I. General information on the extract
II. Detailed analysis of the video
Analysis and conception - Isart - 2020
Rewriting a choice dialogue
For this exercise, we had to choose an interactive dialogue, analyse it and then rewrite it in Twine to improve it. My classmate and I chose a dialogue from Life is Strange between Max and Warren.
Our version of the dialogue
Conception - Isart - 2019
Environmental storytelling in a carriage
For this first Narrative Design exercise, we had to (in groups of 3) write a document describing the interior of an empty carriage, with elements and details that would help us understand the context. The aim was to get the player of a visual novel to start in a (made-up) carriage and to enable him to answer the following questions through environmental narration: Where is the train going? Why is the carriage empty? What happened in the carriage? Who was in the carriage before him? Where does he need to go? And so on.
UX design
Analysis - Isart - 2019
Principles of Bastien and Scapin
Along with three other students, I analysed the UX qualities of the Mario + Rabbids kingdom Battle game (Switch) using Bastien and Scapin's six principles adapted to video games (and not the web). These six points are: guidance, workload, explicit controls, error management, adaptability and consistency.
Analysis and conception - UX design - 2018
UX improvements for Mario Kart 9 Deluxe
With two other students, we worked on the UX of Mario Kart 8 Deluxe. We analysed the game and then proposed and prototyped ways of improving it. To ensure the consistency of our work, we drew on the problems frequently raised by the game's community on the internet.

A lot of players had problems with the vehicle handling parameters (automatic acceleration, gyroscope and assisted driving), so we decided to work on improving both the icons themselves (which we took the initiative of doing even though we hadn't had a UI course as such) and their presentation in the menus. To do this, we followed the method imposed by the teacher, which included playtest sessions, supposed experience maps, filling in test cards and studying the game's development team.
Conception - Isart - 2019
Interactive wireframes
After briefly designing an overall concept for the game, two other students and I created a UX flowchart and wireframes for the game, then prototyped them by making them interactive.
Analysis - Isart - 2019
Accessibility
For this assignment, I studied the level of accessibility of games in The Sims series for visual, hearing and motor disabilities. To assess this, I used a specific checklist and determined for each type of disability and for each game in the series whether it was barrier free, advanced, intermediate, basic or low
Analysis and conception - Isart - 2018
Improving an inventory
For this individual assignment, the brief was to choose a AAA game that you know well and suggest an improvement to its UX on a point of your choice. I chose to work on inventory management (player and servants) in Final Fantasy XIV.
In order to do a relevant job, I actually carried out a survey (in English) with players of various profiles to draw up a coherent persona and check that the inventory is something that players would like to see improved.