I design innovative digital experiences and interfaces that combine aesthetics and functionality.
See my projects
As part of this project, I set myself the challenge of creating a mini-game based on drifting while maintaining arcade-style gameplay.
I was assigned three tasks (level design, tech design, and UI) using Unreal Engine 5 in order to be integrated into the production pipeline.
Recreating as faithfully as possible the P.I.S (Player Interaction System) used in Star Citizen developed by Cloud Imperium Games.
Recreating faithfully the rewind feature to undo movement avoiding a whole restart.
During my third year of study, I had the opportunity to do an internship at IolaCorp, the studio behind the game Qanga and the plugin WorldScape. I was assigned three tasks (level design, tech design, and UI) using Unreal Engine 5 in order to be integrated into the production pipeline.
Create and design an abandoned bunker that is consistent and relevant to the game universe.
Reproduce and develop the new dialogue system inspired by Cyberpunk 2077
A sequence to immerse the player in the role of a cyborg when he starts the game for the first time.
Overview of the main entrance to the bunker
Overview of the bunker loading area
Dining room for the bunker's inhabitants
Bunker maintenance room
Bunker recreation room
Medical room in the bunker
Here, the goal was to create an abandoned bunker, but it had to retain a livable atmosphere because, in the context of the game, it had only recently been abandoned.
The goal here was to replicate the dialogue system from Cyberpunk 2077 and adapt it to the needs of the Qanga project (graphic charter, color palette, etc.).
Slide the bar to compare the interface between the selected reference and the dialog system implementation.
⚠️ Note: This video contains audio elements that are placeholders and are not final. ⚠️
Here, the goal of the mission was to immerse the player from the moment they first launched the game. Since the player is a cyborg and the game is played in first person, I took the idea of a computer starting up with all the verbose parts of a boot sequence and added a 3D holographic visual element to keep the player engaged.
Faithful recreation of the player interaction system used in Star Citizen, developed by Cloud Imperium Games. This project demonstrates advanced mastery of real-time interaction systems and immersive UX in 3D environments.
Proximity detection: interactive elements turn pale green when the player approaches
Activation via F key: the cursor appears to enable precise interaction
Visual feedback: color changes to dark green when hovering over with the cursor
Context menu: display of available actions that can be selected by clicking
This is an exercise carried out in 1 week where the aim was to reproduce one of the mechanics present in the game “Baba Is You”. I decided to reproduce the rewind mechanic, which allows the player to go back in time according to the actions he has taken.
⚠️ Note: The illustrative images were created using Gemini AI to provide a visual representation of my ideas. ⚠️
⚠️ However, none of my ideas or creations in Unreal Engine come from AI. ⚠️
Sideways is an arcade racing game of the survival time attack type. This project, developed on Unreal Engine 5.7, aims to combine drifting with time attack. In addition, Sideways takes a different approach to the use of boost, where players no longer empty their boost reserves but must learn to use their boost so as not to overheat the car and thus die.
Not AI Generated
Not AI Generated
Not AI Generated
AI Generated
AI Generated
AI Generated
Planet Of Death
Arcade Gameplay
Trackmania
Level Design
Distance
Art Direction
AI Generated
Tech Designer passionate about creating digital experiences that push the boundaries of design and technology.
I combine technical expertise and creative sensitivity to design interfaces that not only meet users' needs, but anticipate them.
My approach focuses on innovation, simplicity, and attention to detail to create products that leave a lasting impression.