Professional Work
Sept 2017- Sept 2018
Ubisoft
UX Designer
Mario + Rabbids
Kingdom Battle
Mario + Rabbids Kingdom Battle (MRKB) is a turn based tactical game. It's a daring crossover taking Nintendo's Mario's universe and merging it with the wackiness and craziness of Ubisoft's Rabbids.
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I joined the project after the base game had been released and worked on post launch content.
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I worked on the Versus Mode released in December 2017 and the Donkey Kong Adventure DLC released in June 2018.
I worked with the Game and Level designers and the UI team on both UI elements (menus and HUD) and signs and feedbacks for gameplay elements.
The Versus Mode introduced new game rules and we had to make sure that they were visible and understandable by the players.
The Donkey Kong DLC featured new characters and their new abilities along with new or updated rules.
May - August 2017
Accidental Queens
Game Designer
User Researcher
Another Lost Phone: Laura's Story
Another Lost Phone is a a game in which you've founnd a phone. Exploring the contents of this phone, you try to figure out what happened to the titular character, Laura.
This game tackles important societal questions like Accidental Queens' previous game A Normal Lost Phone.
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I worked at Accidental Queens for four months which encompassed almost the production period of the game.
I ran multiple user tests both in house and remote in order to balance the difficulty and the hints of the puzzles.
The first rounds of user interviews were qualitative and involved discussing with the players as they played the first versions. This allowed us to adjust the clues and the tone of the message of the game.
Later on, we ran remote tests with a bigger amount of players in order to get quantitative data. With this we had an overview of how the game's message reached players and how they reacted to each character.
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I also wrote some of the narrative content of the game.
Student work
Thunder
Nov-March 2017
UX Designer
​Thunder is my final Master's degree project.
It is a virtual reality game made for the HTC Vive VR headset.
In Thunder, you are a Storm Hunter responsible for their community's survival.
The world is ravaged by huge storms, more dangerous than those we are used to. What is left of mankind hides out underground.
As a Storm Hunter, you need to go to the hearts of storms to catch lightning by steering a mechanical kite called the Bolt Seeker. If you do not perform adequately people in your community will start to die.
My role on this project was to research the VR technology and help the game designers and graphic designers make informed choices regarding the design.
I also ran focus groups, comparative analyses and playtests all within an agile development environment.
My role on this project was to research the VR technology and help the game designers and graphic designers make informed choices regarding the design.
I also ran focus groups, comparative analyses and playtests all within an agile development environment.
Click to download
Thunder Game Document
Credits:
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Amélie Bailly
Pénélope Charles
Clémentine Plissonnier
Grégoire Carabeuf
Olivier Lapointe
François Rivoire
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Game Designer
Game Designer
Game Designer
Developer
Developer
Developer
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Juliette Ruaux
Aymeric Thevenot
Florent Chardevel
Augustin Dagoret
Hyebin Park
Viviane Bicaba
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Graphic Designer
Graphic Designer
Sound Designer
Producer
UX Designer
UX Designer
Raise The Banner
FEB-June 2016
Game/Level Designer
Raise the Banner was one of the two students projects I worked on during my first year at the ENJMIN.
The aim of the project was to create an interactive experience using an exotic motion controller, the MYO armband.
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In the game, you wander around an empty and desolate wasteland but by spending your energy using your banner, you can create plants and bring life to the world.
Bringing life back also meant hearing it and the sound design of the game also evolved as you progressed in the game.
Ultimately, the avatar you control expands all their energy and fades away in the world.
My role during this project centered around game and level design. Using Unreal's blueprints I also scripted some of the interactions that the player can do with the puzzle elements in the environment.
Credits:
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Viviane Bicaba​
Patrick Chastel
François Rivoire
Juliette Ruaux
Alexandre Sarrazy
Maxime Touchon
Thales Alex Tenorio de Albuquerque
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Game Designer
Game Designer
Developper
Graphic Designer
Graphic Designer
Sound Designer
Developper
FEB-June 2016
Artist
Un Slip Pour Deux
In 1 Slip pour 2 (undies for 2), you play as coed friends who get up in a hurry to open the door but end up stuck in the same pair of briefs and have to clean their gigantic flat as fast as possible while getting to the door.
It is a 3D cooperative party game for two players using the PSMove controllers.
​During this project my role was to define the art direction of the game, the character designs and produce some 3D assets.
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Camille Moreau
Sidney Gydé
Joseph LeGall
Rémi Pierrot
Timothée Dessalien
Credits:
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Sylvain Calandreau
Victoria Guillon
Fabien Fouetillou
Loriane Savona
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Game/Level Designer
Game Designer/Composer
Developer
Developer
3D artist (character models)
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3D Artist
Sound Designer
Developer
UI/UX Designer
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Game JAMS
Coming Soon! :)