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GAMEPLAY PROGRAMMATION

I started learning programming at Epitech Paris in 2017 for a short time before joining Isart Digital as a Game Design student the following year. Between 2018 and 2022, I worked on about a dozen student projects using both Unity and Unreal Engine.

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From 2022 to 2024, I worked as a Game Designer at Littlefield Studio on Machinika: Atlas. I handled the full design and implementation of both game flow and gameplay programming for roughly half of the game, using a native visual scripting tool and working closely with programmers, artists, sound designers, QA testers, and other game designers.

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Machinika: Atlas

Screenshots of my work on cameras, interactable objects, and visual scripting

In 2025, I spent six months working at Yso Corp, a casual mobile game company. In addition to market research and concept design, I created one game prototype per week on my own. I took this opportunity to push my limits and organized quick meetings with my programmer colleagues who kindly helped me structure my code and further develop my skills.

Neon Breaker

Prototype made for Yso Corp

Since then, I’ve been working on a small turn-based tactical game in Unity to challenge myself and keep the ball rolling. I love discovering new skills and want to keep using my time to grow as a game designer!

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Critical Overload

Screenshot of my ongoing project's engine

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