As a designer, my main motivation is to build thrilling experiences and stimulating universes to bring extraordinary stories to life for players to enjoy. My dream is to have a direct impact on what players experience and feel in these adventures as a Level designer and Narrative designer.
Bubble Buds is a 3D co-op puzzle prototype created for Ubisoft’s 2024 Game Lab Competition. As a team of 8 university students, we had 10 weeks to develop a complete prototype based on the theme « Dream », while incorporating 7 specific constraints—such as « Include an online multiplayer experience with a synchronous interaction mechanic » and « Implement at least one mechanic governed by AI. »
At the end of the competition, our game was nominated for five awards, including Best Prototype, Best Game Design, and Best User Experience.
In this project, I took on the roles of puzzle-focused level designer, UX designer, and game designer. My responsibilities included:
Hopeguard is an adventure game where you play as a proud Hopeguard, one of the most respected knights tasked with finding and defeating the last known dragon that has taken possession of the Forge. However, in a twist of events, you only manage to injure the dragon before it severs your arm, leaving you to fall into a strange and forgotten part of your land. Now without your arm or sword, you must find your place in the world and redefine honor as you navigate through the wilderness.
This project was developed by a team of 24 individuals as part of my university course, where I serve as the Lead Level Designer. In short, I was responsible for:
Spirit Link is a 3D puzzle-stealth single-player game where you simultaneously control a little girl and her newest friend, a little ghost. Together, they must use their complementary abilities to navigate a manor filled with Ghost Hunters and their gadgets, avoiding capture to save the little ghost’s family.
In this prototype, I took on the roles of project lead, game designer, puzzle-focused level designer, 3C designer, and gameplay programmer. In these roles, I was responsible for:
This prototype is a short, puzzle-oriented level in which I applied a level design process built upon my research and specialization in puzzle design. In this level, players must navigate a maze to reach three different points of interest and unlock the exit. Along the way, they can collect projectiles to break color-coded walls and clear paths to their objectives.
This project was my first prototype created as part of my specialization in puzzle-oriented level design, which I began during my Bachelor’s degree in video game design. The goal was to create a short level that applied both the puzzle design principles I had studied and a UX-driven methodology throughout the production process.
For this puzzle design project, I was responsible for:
For this project, I took inspiration from a scene in the movie City of Ember (Kenan, 2008) to create a prototype of a puzzle-oriented level based on escape room mechanics. This project was developed for my Level Design class as part of my Bachelor’s degree in video game design.
The result is a 10-minute escape room featuring:
The Little Puppet is a Twine-based narrative simulation for a potential video game inspired by The Dark Pictures Anthology: The Devil in Me (Supermassive Games, 2022). It’s a short interactive story created in collaboration with two other designers for my screenwriting class.
In this project, I contributed to: