WORKS
LEVEL & GAME 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, confluence, Jira, Perforce
APHELION
Details:
📅 Release Date: 28/04/2026
💼 Role: Level & Game designer (alpha to gold on the level I was owner)
💻 Type: Science-Fiction Action Adventure
🕹 Platforms:
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Xbox Series X/S
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PS5
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Steam
📝 Tasks:

🧠 Core Expertise: Gameplay Flow & Final Integration
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Extensive work on one scene beyond bug fixing:
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Improved overall gameplay pacing
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Optimized sequencing of In-Game Events (IGE), dynamic dialogues, and branching logic
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Solved complex issues related to player experience clarity and flow
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Contributed to late-stage Level Design, involving:
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Iterating within production constraints
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Making fast and effective design/technical trade-offs
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🎯 Narrative Integration & Staging
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Fully integrated narrative elements:
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Dialogues, timing, audiologs, audio files, emails, glyphs, inspector, etc.
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Ensured cross-scene narrative consistency
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Close collaboration with narrative team:
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Adapted to variations (timeline, characters, collected information)
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Gameplay-driven storytelling and staging: (Use of silence and pacing to reinforce emotional beats, Thomas walking slowly at the end due to injuries, Ariane unable to run after an emotional shock )
🌍 Level Design & Environment Work
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Reworked exterior area (Quarry Zone) in one scene
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Defined objectives for 2 scenes
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Implemented V0 of primary and secondary markers
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Collaborated with:
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Environment artists (vision alignment & feasibility) : defined specific and shared props
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VFX team
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Audio team
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Narrative team
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🧩 Systems & Features
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Owner of tutorial systems:
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Integration and debugging
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Global understanding of both design and technical constraints
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Took over partially completed work and improved it
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Added new features (e.g. bullet time)
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Implemented:
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Checkpoints and save/reload systems
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Cinematic integration in collaboration with cinematic team (cuts, retakes, tracking)
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🏗️ Ownership & Scene Management
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Owner of 4 scenes during debug/polish phase (2 to 4 months before release):
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Took ownership of complex scene and legacy content (fragmented scene with outdated systems)
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Worked in small strike teams (<10 people) with high autonomy
🛠️ Production & Gameplay Integration
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55 tasks completed across my scenes
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430 bugs fixed across +8 scenes (mine and support on others scenes - Jira)
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Designed and integrated all In-Game Events (IGE) in two scenes
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Advanced debugging on complex IGE systems
🤝 Collaboration & Soft Skills
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Proactive communication (a lot of team turnover)
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Strong autonomy and problem-solving mindset
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Cross-scene support:
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Assisted on multiple levels
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Helped prioritize and dispatch bugs
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Regular participation in production rituals:
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Weekly design meetings
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GPP / GD / LD / QA syncs
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Production follow-up
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📖 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
More info:
👩💻 Type of contract: 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 (alpha to release), as a level designer.
AA game : TPS Action-adventure shooter in 3D (that mixed exploration, puzzle and combat + twist for each level)
🕹 Platforms: PC (Steam)
📝 Tasks:
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Go from level design paper to prototype in the engine (Unreal Engine 5) the walkthrough of the level (blueprint)
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Rework already existed levels to match new design or creative direction
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by fixing +400 tasks for one big level of more than 30 minutes lengths.
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2 boss' levels with LD before entering the arena
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Documents creation: Level design, RNG on level bricks, exploration document (point of interest, energy, objectives ..)
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Itering game mechanics and Level Design bricks
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Check the coherence of the levels with the lore and with other levels.
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List what developers need to code as features and special scripted behavior.
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List what artists need to create and talk with them about graphics implementation on the level (blocking, assets list, ...)
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Work with a team of 30 people on hybrid (A few colleagues were foreigners, so a good level in english was needed).
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See how and which areas are loaded into the levels (resources/loading time)
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Tests several times the game and the levels.
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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
🕹 Platforms: PC (Steam)
📝 Tasks:
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Go from paper level design to prototype in the engine (Unreal Engine 5) the walkthrough of the level (blueprint)
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Implement level design bricks (chest, mechanisms, etc [blueprint])
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Documents creation and update: Level and game design
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Check the coherence of the levels with the lore and with other levels.
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List what developers need to code as features and special scripted behavior.
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List what artists need to create and talk with them about graphics implementation on the level (blocking, assets list, ...)
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Work with a team of 10 people on hybrid (A few colleagues were foreigners, so a good level in english was needed).
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Tests several times the game and the levels.
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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.
LEVEL AND GAME DESIGNER
More info:
👩💻 Type of contract: 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:
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PS5/PS4 and XBOX One/Xbox Series S
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Switch
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PC
📝 Tasks:
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Documents creation: Game design, level design, narration (scenario, interactive dialogue, cutscene, pickup lore item, point of interest, flowchart..)
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Designing game mechanics and Level Design bricks
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Implement the game's narrative
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Check the coherence of the levels with the lore and with other levels.
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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.
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Work with a team on remote.
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List what developers need to code as features and special scripted behavior.
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List what artists need to create and talk with them about graphics implementation on the level (blocking, assets list, ...)
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Delegate levels after new colleagues arrive and train them in the way the game was created and scripted
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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.
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See how and which areas are loaded into the levels (resources/loading time)
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Create and Integrate the achievements and objectives
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Tests several times the game and the levels.
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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.

GAME DESIGNER
More info:
👩💻 Type of contract 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:
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VR (oculus quest)
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PC : point & click (web)
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mobile & tablet
📝 Tasks:
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Serious game proposal to clients.
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Answer to calls for tender : research on the domain concerned, creation of design and gaming documents, wireframes, UX design according to the audience ...
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Meetings and workshop in English with a German team during 3 days + Frequent meetings to discuss the progress of the project in English.
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Follow-up and update of narration documents : flowchart on the timeline, flow, clues,....
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Document creation and tracking of elements to have data on the players' walkthrough and scoring.
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Listing of elements present in the game : tracking of actions, objects, animations, sounds and dialogues.
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Design of a series of quizzes on digital with reflections on the interface, the addition of menus and the evolution of the application.
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Scoring balancing
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Creation of Json files to integrate them under unity
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Working with an external development team
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Frequent playtests and bug reports
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Level design document for navigation
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Tests in the Unity engine on lights
QA TESTING

More info:
👩💻 Type of contract: 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
📝 Tasks:
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QA test report and debug follow-up
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Game design proposal on the improvement of some mini-games
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Graphic editing
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Wireframes & mockups proposals
📖 Pitch/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.

Graphics
More info:
👩💻 Type of contract: Full-time internship
🗓 Date: Jul 2015 – Sept 2015 (3 months)
🏢 Company: Sikiwis (Mobile) in Paris
💻 Software: Microsoft Office, Adobe licence, Unity3D
🕹 Platform: Mobile & tablet
📝 Tasks:
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Creation of graphic resources for mobile applications or S3C congress:
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flyers,
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icons,
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posters,
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flyers,
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banners,
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logos,
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...
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Application QA testing.
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Design applications: wireframe, mockup and project management.
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Organization of the S3C (Smart Cities & Countries) Paris congress:
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Opening and closing the congress (stand layout,...)
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welcoming people,
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conference set-up and management,
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etc.
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