Game design
Designing mechanics, combat systems and narrative choices, prototyping them fast, playtesting and tuning them, including under time pressure (48-hour game jams).
Proof: Blood Sword, ClassLab, OrIA, Bomb Hearts
AvailableMinimum 20-week internshipstarting 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, combat systems and narrative choices, prototyping them fast, playtesting and tuning them, including under time pressure (48-hour game jams).
Proof: Blood Sword, ClassLab, OrIA, Bomb Hearts
Turning my own ideas into playable builds, in C# (Unity) and GDScript (Godot), for the browser as well as Windows.
Proof: Blood Sword, Keyzard, Bomb Hearts
Writing and integrating branching dialogue, designing clear interfaces, from Figma mock-up to integration.
Proof: ClassLab, OrIA, Chroniques oubliées
Writing and editing cinematics, voice acting, video editing.
Proof: Thermo Clash, ClassLab

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.
AvailableMinimum 20-week internship, starting 1 February 2027.
School calendar: 1 February to 18 June 2027.
Based in Paris, France · Open to relocation anywhere in France and abroad · hybrid work possible (not fully remote)