Game design & prototyping
Designing mechanics and prototyping them fast, including under time pressure (48-hour game jams).
Proof: Blood Sword, OrIA, Bomb Hearts
Available20-week internship (minimum)starting 1 February 2027
Game designer & developer
Serious games and interactive experiences
I design, build and direct video games: from game design and code (Unity, Godot, C#) to interface, narrative, sound and cinematics.
Second-year Master’s student in AMINJ (Audiovisual, Interactive Digital Media, Games) at INU Champollion, Albi, France

Designing mechanics and prototyping them fast, including under time pressure (48-hour game jams).
Proof: Blood Sword, OrIA, Bomb Hearts
Programming gameplay and interfaces in C# (Unity) and GDScript (Godot), for the browser as well as Windows.
Proof: ClassLab, Keyzard, Bomb Hearts
Designing clear interfaces and branching stories, from Figma mock-up to integration.
Proof: OrIA, ClassLab, Chroniques oubliées
Writing and editing cinematics, voice acting, video editing.
Proof: Thermo Clash, ClassLab, Keyzard

A 3D branching visual novel that prepares future teachers for the difficult situations of the job. Built for UNIMINUTO (Colombia) across two versions, with a player-tracking dashboard.
My role Game design, development, narrative, cinematic direction, hub; in V2: cloud dashboard and helped build the cloud database

A serious game that demystifies AI for Orange managers who distrust it or don’t know how to use it: each level gives you manager tasks and a time budget, and you pick the right software… or the right prompt.

A first-person action game inspired by Sekiro, with a horror atmosphere: you swing the sword by moving the mouse, deflect, break the enemy’s posture and finish them off.

A 2D educational serious game mixing fighting and science learning about changes of state, styled as a parody of the JoJo’s Bizarre Adventure manga.

A pixel-art dungeon crawler: explore a dungeon and cast spells by typing their names.

A romance-and-comedy game inspired by the Chroniques Oubliées tabletop RPG, with a character creation faithful to the RPG’s rules.

A first-person game made in about two days for GMTK Game Jam 2026 on the theme of countdown: trapped in a series of rooms, you must find and flip heart-shaped switches before time runs out.

A 3D narrative point-and-click made in 48 hours by a team of six: at a 19th-century masked ball, a royal spy investigates the murder of Prince Armand Doline among four suspects.
Alongside games: editing for an English-speaking YouTube channel, parodies and short fiction, 3D renders in Blender, an animated logo and Silent Hill 3 mods.
See audiovisual & 3D work →2025 → 2027
INU Champollion, Albi (France)
March → June 2025
ISAGRI
January → March 2024
MBDA
April → June 2023
MIS laboratory
2025
IUT of Amiens (France)
ClassLab, built for UNIMINUTO (Colombia) across two versions plus a tracking dashboard; OrIA, designed in class around a problem presented by a senior staff member at Orange.
Blood Sword, built solo: design, programming, externalised data and about a dozen cleanly topologised low-poly 3D models.
Game design, development, UI/UX, narrative, cinematics, voice acting and editing: I can step in wherever the team needs it.
Two development internships: a .NET REST API and an Angular front end at ISAGRI, tooling and a Docker migration at MBDA.
Available20-week internship (minimum), starting 1 February 2027.
School calendar: 1 February to 18 June 2027.
Based in Albi and Paris, France · Open to relocating anywhere in France and abroad · hybrid work possible (not fully remote)