About myself
I discovered the importance of prototyping early, which quickly made me focus on player experience, especially on consoles, where controller ergonomics are very important. With curiosity, I started exploring the immersive parts of video games along with my technical knowledge. Over time, I developed skills in camera control, a key element for player immersion, and the overall 3Cs (Character, Camera, Controls).
During my GAME DESIGN studies at ARTFX, I worked on many different projects. These experiences helped me improve my design skills and focus on production. I learned how to combine creativity and organization to deliver good results, while staying within time and resource limits.
My Studies at ARTFX Montpellier
I spent five years studying at ArtFX Montpellier, where I had some wonderful years.
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!
I love exploring different emotions
With each of my new projects, I always try to find the emotion that will drive my experience,
using references such as videos (underground explorations, Enclosed), concept art (TerraLanding) or a constraint (GGJ2024 Just A Little Slap).
Once these keywords have been set, I push my 3Cs and my various features as far as I can, while remaining as pure an experience as possible.
Once I’m satisfied, I put it all together in a graphic universe, alone or as part of a team, to deliver the desired message.
I have a lot of fun in the prototyping phase, which is when I always feel most free to propose something of my personal interpretation.




Softwares
This is some softwares than i used during my differents projects, even if I stay ready to learn anything else !

Download my CV
Don’t hesitate to contact me to have more about my motivation, I would be glad to meet you !



