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WORKS

LEVEL DESIGNER

More info:

👩‍💻 Type of contract: Fixed-term contract (full time - hybrid)

🗓 Date: 18 Aug 2025 - 4 April 2026 (9 months)

🏢 Company: Don’t Nod Entertainment

💻 Software: Unreal Engine 5


APHELION

Details:

📅 Release Date: Soon to be release

💼 Role: Level designer (end of production)

💻 Type: Science-Fiction Action Adventure

🕹 Platforms:

  • Xbox Series X/S

  • PS5

  • Steam

Tasks:

  • Bug fixes on the two game scenes I own (jira) and temporary bug support on three other scenes.

  • Follow-up and discussion with other departments on the scenes I own.

  • Integration and follow-up on game tutorials.

📖 Pitch:
Hunted down on a frozen planet, astronaut Ariane must face rugged landscapes and shifting realities to save her partner, Thomas, who has been injured.

This action-packed sci-fi adventure combines exploration, obstacle-course challenges, and intense infiltration sequences.

 

A game in collaboration with the European Space Agency (ESA).

LEVEL DESIGNER

Type: Fixed-Term contract (Full time - Hybrid)

Date: 01 Dec 2023 – 31 Dec 2024 (1year)

Company: Game Atelier in Paris

Software: Unreal Engine 5, Miro, Perforce, Hack N Plan, Notion, Mantis,

                     Adobe license and Google Suite.
 

OTHERSKIN

Game: Otherskin (Launch 2 sept 2025) - I worked on this game throughout its production, as a level designer.
AA game : TPS Action-adventure shooter in 3D (that mixed exploration, puzzle and combat + twist for each level)

PlatformsPC (Steam)
 

Missions: 

  • Go from level design paper to prototype in the engine (Unreal Engine 5) the walkthrough of the level (blueprint)

  • Rework already existed levels to match new design or creative direction 

    • by fixing +400 tasks for one big level of more than 30 minutes lengths.

    • 2 boss' levels with LD before entering the arena

  • Documents creation: Level design, RNG on level bricks, exploration document (point of interest, energy, objectives ..)

  • Itering game mechanics and Level Design bricks

  • Check the coherence of the levels with the lore and with other levels.

  • List what developers need to code as features and special scripted behavior.

  • List what artists need to create and talk with them about graphics implementation on the level (blocking, assets list, ...)

  • Work with a team of 30 people on hybrid (A few colleagues were foreigners, so a good level in english was needed).

  • See how and which areas are loaded into the levels (resources/loading time)

  • Tests several times the game and the levels.

  • Debug all my levels

Pitch:

Play as Alex, sent on a mission to the planet Vandermire.


Experience an innovative 3rd-person shooter and absorb incredible powers to improve your skills and overcome the most unexpected dangers.

The future of the universe is in your hands.

FOLLOW US

Game: Follow Us (Expected to March 2026) - I worked on this game throughout its pre-production, as a game & level designer.
AA game : asymmetrical 2-player cooperative horror game in 3D

PlatformsPC (Steam)
 

Missions: 

  • Go from paper level design to prototype in the engine (Unreal Engine 5) the walkthrough of the level (blueprint)

  • Implement level design bricks (chest, mechanisms, etc [blueprint])

  • Documents creation and update: Level and game design

  • Check the coherence of the levels with the lore and with other levels.

  • List what developers need to code as features and special scripted behavior.

  • List what artists need to create and talk with them about graphics implementation on the level (blocking, assets list, ...)

  • Work with a team of 10 people on hybrid (A few colleagues were foreigners, so a good level in english was needed).

  • Tests several times the game and the levels.

  • Debug all my levels

Pitch:

In the near future, people only live through screens because going outside has become too dangerous.

You form a team of two candidates who stream for a shady channel, Follow Us, willing to do anything to keep its audience hooked.

Your mission: entertain the crowds... and stay alive.

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LEVEL AND GAME DESIGNER

Type: Permanent contract (full time - from remote)

Date: Jul 2021 – Dec 2023 (2 years and a half)

Company: Microids Studio in Paris

Software: Miro, Tortoise SVN, Monday, Favro, Notion, Mantis, Microsoft Office,

                     Adobe license and Unity3D.

FLASHBACK 2

Game: Flashback 2 (Launch 16th November 2023)
I worked on this game throughout its production, as a game & level designer.

AA game : Action-adventure in 2.5D (that mixed exploration, puzzle, combat and stealth.


Platforms:

  • PS5/PS4 and XBOX One/Xbox Series S

  • Switch

  • PC
     

Missions: 

  • Documents creation: Game design, level design, narration (scenario, interactive dialogue, cutscene, pickup lore item, point of interest, flowchart..)

  • Designing game mechanics and Level Design bricks

  • Implement the game's narrative

  • Check the coherence of the levels with the lore and with other levels.

  • Go from level design paper to prototype in the engine (unity) the walkthrough of the level (on Node Canvas). I created HALF of all the level in the game.

  • Work with a team on remote.

    • List what developers need to code as features and special scripted behavior.

    • List what artists need to create and talk with them about graphics implementation on the level (blocking, assets list, ...)

  • Delegate levels after new colleagues arrive and train them in the way the game was created and scripted

  • Analyse visibility issues then create and implement new cameras for specific situations such as combat, and dialogue, to ensure readability at all times (notion then in UE5), with constant validation with the creative director and the cinematic team.

  • See how and which areas are loaded into the levels (resources/loading time)

  • Create and Integrate the achievements and objectives

  • Tests several times the game and the levels.

  • Debug all my levels

Pitch:

Flashback 2 is an action-packed cyberpunk 2.5D platformer game made by Microids Studio with Paul Cuisset, the creator of Flashback and Fade To Black.

The player takes on the role of Conrad B. Hart to face the Morph invasion with the help of allies.

logo_ktm-advance.png

GAME DESIGNER

Type: 1 month full time then work-study internship program

-> one week in school and one week in a company

Date: Aug 2019 – Feb 2020 (7 months)

Company: KTM-ADVANCE (serious game) in Paris
 

Software: Microsoft Office, Visio, Tortoise SVN, Adobe licence, Unity3D
 

Platform:

  • VR (oculus quest)

  • PC : point & click  (web)

  • mobile & tablet
     

Missions:  

  • Serious game proposal to clients.

  • Answer to calls for tender : research on the domain concerned, creation of design and gaming documents, wireframes, UX design according to the audience ...

  • Meetings and workshop in English with a German team during 3 days + Frequent meetings to discuss the progress of the project in English.

  • Follow-up and update of narration documents : flowchart on the timeline, flow, clues,....

  • Document creation and tracking of elements to have data on the players' walkthrough and scoring.

  • Listing of elements present in the game : tracking of actions, objects, animations, sounds and dialogues.

  • Design of a series of quizzes on digital with reflections on the interface, the addition of menus and the evolution of the application.

  • Scoring balancing

  • Creation of Json files to integrate them under unity

  • Working with an external development team

  • Frequent playtests and bug reports

  • Level design document for navigation

  • Tests in the Unity engine on lights

QA TESTING

logo_appinest.png

Type: Freelance & internship 

-> one week in school and one week in a company

Date: Jul 2016 – Aug 2016 (2 months) & Feb 2017– Jun 2017 (5 months)  

Company: AppiNest (Mobile) in Paris

Software: Microsoft Office, Perforce, Adobe licence, Unity3D

Platform:Mobile & tablet

Missions:  

  • QA test report and debug follow-up

  • Game design proposal on the improvement of some mini-games

  • Graphic editing

  • Wireframes & mockups proposals

Brief: 
Pistache is an app designed to help children develop independence by assigning them daily tasks. Parents can create profiles for each child and assign them various tasks, such as tidying their room or improving their language skills.

By completing these tasks, children can access fun and educational content. The app also tracks the tasks completed by children, giving parents a way to supervise their children's learning.

 

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Graphics

Type: Full-time internship 

Date: Jul 2015 – Sept 2015 (3 months)  

Company: Sikiwis (Mobile) in Paris

Software: Microsoft Office, Adobe licence, Unity3D

Platform:Mobile & tablet

Missions:  

  • Creation of graphic resources:

    • flyers,

    • icons,

    • posters,

    • flyers,

    • banners,

    • logos,

    • ...

  • Application QA testing.

  • Design applications: wireframe, mockup and project management.

  • Organization of the S3C (Smart Cities & Countries) Paris congress:

    • Opening and closing the congress (stand layout,...)

    • welcoming people,

    • conference set-up and management,

    • etc.

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