Greatly inspired by Bloodbowl, Battlegreen is a board game where mutated veggies and fruits play a famous sport called the “Vegeta-ball”.
The aim is to score points for your team by making a touchdown with a ball in the opponent’s camp. Position wisely your team players and use their special abilities parsimoniously to win the match!
Each ball has a special rule that is only active while it is in play, diversifying the gameplay.
Comedy and violence enliven every game, thanks to the crazy environment of Battlegreen.
Only game designer working on the project,
I designed all the rules and game mechanics.
Board game (2016)
Game Designer (team of 3 people)
Have you ever felt the urge of playing a kaiju?
Well, we made it happen, with the “French touch” by creating Wrecking Paris, a 2D mobile game where you play a Joan of Arc kaiju destroying Paris.
Destroy as much of the city as possible (buildings, helicopters, tanks) to achieve the best score!
By creating combos from dropping abilities from a cycling UI, you perform impressive attacks, allowing you to score a maximum of points!
With the help of my colleagues, we designed the mechanics and systems of the game. I personally also helped with balancing by playtesting
(countless times) the game.
Mobile game (2018) - Made on Unity
Game Designer (team of 7 people)
Workshop with Gameloft
Level design created on
Unreal tournament 4 (2018)
It is a map I created on Unreal Tournament 4, with an intention of risk/reward principle, where the dexterity of the player is the key to assure victory.
An open arena in the center of the map forces the players to go there sometimes, as the most powerful weapon for the map can spawn at any moment, giving a certain advantage for its owner.
Bake unique planets by experimenting your own recipes with the hope of welcoming life and creating your galaxy!
Being a sandbox game, there is no imposed goal. Your only goal is to create your own galaxy by cooking planets with ingredients.
Play mini-games to obtain new ingredients, create your own paste by mixing ingredients, position your planet in the galaxy and contemplate on your own creation with its own climate, flora, and fauna.
As a Game Systems Designer, I mostly worked on defining the game systems (such as how a planet is defined by the ingredients the player puts for it?), the mini-games, as well as creating short funny description texts for each ingredient in the game.
God Cooking Planet
God-like/sandbox game -
Created on Unity (2019)
Game Systems Designer and Content Designer
Fill up each glass as much as you can, without making the glass overflow!
Created during a one week workshop with Voodoo, hyper-casual games rely on a non-gamer audience. With the intention of simplifying our game design as much as possible, we created "Juice It!", in which the player just needs to press anywhere on the screen to raise the juice in his glass. Depending on the width of the cup, the rising speed isn't the same.
Fill as much as you can without overflowing it to gain a maximum of cash to buy new glasses/juices and so on!
I worked on brainstorming very simple game mechanics for our hyper-casual audience target, as well as balancing our values through playtests.
Competitive twin-stick shooter
Made on Unity (2019)
Producer, Game/Sound Designer
Become the most powerful cult by assimilating other believers to your own cult!
In this versus twin-stick shooter game, each player is at the head of a cult.
The players must kill the monsters that infest the manor and collect their gems to turn themselves into giant personas in order to defeat opposing cultists. Each defeated believer is added to the cult of the winner.
This project was my first experience as a producer on a one week project with the team of my graduation project. In parallel, I worked on the sound design.
Created on Unity (2019)
Workshop with Voodoo