About
To work properly with others, every game designer should be able to ship a game solo.
No matter their role, no matter their studio's size.
My first introduction to game design was with paper prototypes and social deduction games.
For a few years I moved between creative and systems design during production, making games with more technical profiles. Since then, I developed my own technical skills to ensure I could be able to talk the technical languages of the team.
In my daily work, I own gameplay features end to end: I design them, then set the direction for the programmers and artists building them. Depending on production constraints, I either do some prototyping (C#, Blueprints) or focus on simple data tweaking and production planning.
I never stopped making games alongside my studio work, usually focusing on short formats (a few days to two weeks) to experiment freely with genres and engines.
On October 2nd, the quickstart for Merging Lands, a complete tabletop
RPG I spent three years making comes out.
This one is a complete production timeline, made with an illustrator,
intended to release on Kickstarter later this year.
Experience :
- 1 Game Released on Steam
- 4 Years of professional Game Design
- 15 tiny games released on itch and other platforms