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My projects

Here you can find the various projects I worked on (personal, school and professional).

Project names with a "*" indicates that it's the codename (usually meaning that the project didn't mature enough to fix a name).

Unreal Engine projects

Tooth For Cash

Group personal project | Nov 2024 - Feb 2025 (4m)

Key points

- Multiplayer heist.

- Use of Account and Lobby services of EOS.

- Modular AIs using State Trees.

- Heavily based on C++.

More details Unfold

Tooth For Cash is a co-op heist game in 3rd person. In a team of 1 to 4 mices your objective is to infiltrate houses to steal the baby teeth of the childrens living in it.

In this project I worked with two great game & level designers: Brieuc RIVIERE-AGNUS, Erwann LE VAICHER.

=== WIP ===

EndlessRunner*

Solo personal project | Oct-Nov 2024 (1m)

Key points

- Multiplayer endless runner.

- Heavily based on C++.

More details Unfold

Dynamicly spawn level instances while the players are running forward.

The player follows a spline, which allows you to make a level that start, goes and finish in any direction (hence the example level in an arc) There is one spline per level instance, they are combine at runtime

This means that all the inputs are clmaped and dependent to the closest spline point from the player, the hardest part was to support any directions (since we aren't always moving in the X axis).

=== WIP ===

SubLikeGame*

Solo personal project | Aug-Oct 2024 (2m)

Key points

- All systems are C++ only.

- Heavy multiplayer inventory, equipment and machine systems.

More details Unfold

Project inspired by Subnautica and Satisfactory.

=== WIP ===

PrisonGame*

Solo personal project | Apr-Aug 2024 (4m)

Key points

- Level Design.

- Learning multiplayer. (BP with C++).

- Inspired from The Escapist systems.

More details Unfold

Description

=== WIP ===

KCPTS

Solo personal project | 2022-2023 (10m)

Key points

- Created lore and linear story, including questlines.

- Level design, blockout & environment.

- Blueprint only project.

More details Unfold

KCPTS is a solo cyberpunk game.

=== WIP ===

Unity projects

Push'em all

Isart Digital project (group) | Oct-Dec 2024 (~3m)

Key points

- Brawler combat game.

- Main focus was around a push mechanic.

- We were a group of 6 game designers.

More details Unfold

In this project I worked with Matthew GARCIN, Ilin YUN, Gabriel NOGUERAS, Erwann LEVAICHER and Darius BRUNEAU.


I did all the heavy lifting on the AI system, as well as some player behaviors.

The AI system is composed of multiple sub-systems: firstly an enemy has 3 states (Idle, attack and pushed), secondly the attack state itself has multiple phases (Detection, tracking, charging, attacking and recovering) and lastly those systems are data driven using a data asset where designers can tweak the values.

=== WIP ===

Run Or Die

Isart Digital project (solo) | 2023 (~3m)

Key points

- Procedural Level Generation.

- Multi-layered input actions.

More details Unfold

My work was focused on implementing a complex input action system with root motion animations and an infinite level generation with procedural generation rules.

=== WIP ===

Other projects

This website

Solo personal project | Jan 2025 (on going)

More details Unfold

- This portfolio website was made by myself using HTML, CSS and JS.

- It's hosted using Github Pages free plan.

CraftViewer*

Solo personal project | Aug 2024 (~1w)

Key points

- Mermaid graph.

More details Unfold

- When working on a game project, I needed a way to visualize the ingredients dependencies of my items.

- You can create resources, items and set ingredients for them.

- You can then naviguate in a generated graph (using Mermaid) and see what ingredients an item needs with various level of details.

- You can also move around in the graph and zoom in and out.

Radiance

Isart Digital project (group) | Oct 2023 - Apr 2024 (~6m)

Key points

- Designing and testing a Board Game.

- Sharing the game vision with artists.

- Group composed of 6 game designers and 5 artists.

More details Unfold

For roughly 3 months we were 6 game designers working on the project from scratch. When the story, rules and so on were defined and tested, 6 artists joined us, we shared our vision of the board game with them.

Even though the main work of the artists were about researching what style we wanted and working on the illustrations, they helped us refining some aspects of the game (for example we upgraded our temporary board game name to Radiance).


The game designers I worked with were Nathanaël PASTOR-GUERIN, Baptiste MERLIN, Erwann LEVAICHER, Quentin CHARPENTIER and RODRIGUES-MIRANDA Rémi.

The talented artists were Ibrahim MOHAMED IBRAHIM, Lura YANG, Paul HOARAU, Lisa GAUDRE, Justine BARDIN and Chiara GANDON.

=== WIP ===

StructureCCloner

Solo personal project | Aug 2023 (1m)

Key points

- Learning Lua.

- Structuring multiple modules to combine them at the core.

More details Unfold

A Minecraft project combining the Minercaft mod ComputerCraft:Tweaked and Lua.

=== WIP ===

Bankling

Freelance project | Summer 2023 (~2m)

Key points

- PHP with SQL backend.

- Microsoft login.

More details Unfold

I made a website that reproduce a bank system using html, css, js, php and a SQL Database. This system is also linked to a lua computer program inside the ComputerCraft : Tweaked Minecraft mod.

The system included accounts linked to a Microsoft Account, money balance, stocks, transactions and more such as buy & sell features.

Media

Private project

Valorant montages

Solo personal projects | Mars - June 2022*

Key points

- Learning After Effects.

More details Unfold

*main period

My valorant montages made me learn After Effects by syncing my effects on the music with my raw footage.