Image avec bordures arrondies

To summarize my journey, my classmates and I explored art in all its forms during our first year: painting, drawing, cinema, sculpture, and, of course, video games. In the second year, we delved into the technical side, developing games on Unity. Each month, we had to respond to a theme and deliver a complete prototype, combining game design, programming, and an initial approach to art direction. From the start, we worked on group projects, which allowed us to specialize in our third year.

I chose to focus on game design to better understand players and how to structure my ideas and desires. Since my passion lies in technical design, I always sought to prototype my concepts to grasp their technical challenges and better communicate my designs..

My third year concluded with a real client project. With a team of six, I developed a game for the first time that was more ambitious than just something to play with friends. We adhered to a complex brief provided by our client.

The fourth year was a year of consolidation, with classes, final projects, and workshops led by professionals. It ended with the pre-production of our graduation projects. After presenting around 80 concepts, the professors made their choice: one of my projects survived—Terminus (though it wasn’t called that yet).

I then assembled a team of ten: one level designer, four artists, three programmers, and two cross-disciplinary members for art support. I served as producer, creative director, and lead game designer. We went through milestones, playtests, design iterations, scope changes, feature cuts, and last-minute developments—all part of a normal production. We presented our game to our parents and completed our studies during a ceremony with our families.

Terminus is now available on Steam, fully playable and free!