Level Design & Game Design on a team of 8 developers.
Channel Surfers is a competitive multiplayer platformer game for 2-4 players that takes place in a TV . Try to outrun your opponents by jumping on platforms but also by avoiding traps and obstacles through the different channels, but be careful, it's the audience that has control of the TV remote!
Winner of the Best Technical Challenge and Innovation Award in the 2019 Ubisoft Gamelab Competition. Also nominated for Best User Experience, Best Artistic Direction and Realization and finally for Best Prototype.
Level design Objectives:
- Conceptualize levels per channel without them being and feeling like “reskins".
- The levels must have a visual identity/theme and a unique gameplay style for the specific TV channel.
- Conceptualize gameplay elements specific to the TV channel that can relate to an adventure/jungle theme
No Pressure (2019)

Level design, Game design and Co-lead on a team of 14 artists.
No Pressure is a 1st person traversal adventure game that immerses you in the culture and experience of graffiti artists
Design objectives and pillars:
- Create an experience as close as possible to the actual one of the Taggers.
- Have a simple game loop and mechanics because all features and game mechanics will be made in Unreal blueprints (as there is no programmers on the team)
- Conceptualize a multi-branching level design to give the player some freedom in his decision-making during the "Execution" portion of the experience.
- To introduce the graffiti sub-culture and the Taggers' code of honour through gameplay and storytelling.
- Learn and experience is a key component.
- Put in perspective the risk element of graffiti art.
The Plight (2019)
Game Design, Level Design, Level Art on a team of 8 developers.
The Plight is a 3rd person cooperative platformer game where the two players do not see the same obstacles and platform. Communication is the key to progress through this game but ultimately not required.
Nominated in the 2018 Ubisoft Gamelab Competition for Best User Experience, Best Game Design and Best Prototype.
Level Design Objectives:
- Conceptualize short levels, each with one specific challenge, progressively more complex.
- Challenges/levels should be achievable without communication, but is not the most effective way.
- Create and place learning moments to convey the perspective concept and game mechanics without any written tutorials.
- Gameplay experience (Both perspectives)
Neo Francisco (2018)

- Level Design (Mission)
Following Japan's victory in World War II, San Francisco became Neo Francisco due to a radical cultural and political change. Now it is 1980 and the citizens are starting a rebellion after being oppressed all those years. It is time for change.Design Objectives:
- Conceptualize a level (mission) based on the book United States of Japan by Peter Tieryas
- Incorporate the mission (narrative) from the map template of the Soul City asset pack of Unreal Engine 4 as a level art basics and restriction.
- Demonstrate Japan's cultural and architectural clash over the actual city of San Francisco and this new version.
- Create a hostile climate in an small and tight environment
- Make a pacing change through the same mission. From Stealth gameplay to a very fast gameplay to simulate a stressful situation during the chase sequence and then finally back to a calmer gameplay focusing on the narrative aspect.

Mission Objectives:
- Key moment for the character (change of perspective regarding her role as a police officer.
- Meets with a high-ranking militia official to better understand their motives and potentially help them.
Fish Story (2017)

Level Design, Game Design, 3D art on a team of 4 developers.
Game created and mandated by the non-profit organization IIED. This game, categorized as a serious game, shows the marine pollution and the problems caused by overfishing. It is shown by an "infinite" cycle of the same 3 different game scenes. Starting as a school of fish, then to a factory setting to end up as consumer’s view. The choice of minimalist and "low poly" aesthetics was a design choice to dissociate oneself from the animal (the aspect of animal cruelty) and rather to present and accentuate the actual problematic aspect.
Hack N' Seek (2017)

Level Design & Game Design on a team of 6 developers.
Competitive multiplayer game for 2 players with asymmetric experiences/view. One plays as the Hacker, trying to blend in with the Artificial Intelligence (NPCs) by imitating their movements and patterns. The other is the Investigator and searches for the intruder. He has the ability to go back in time using a VHS rewind style, in order to help him through his investigation. The Hacker must therefore remember his past actions at all times because he may have to repeat them to remain incognito to the Investigator’s eyes.
Gameplay (Investigator's POV)
Gameplay (Hacker's POV)