I'm a french Level Designer who recently graduated from Supinfogame Rubika. I got into creating games at the age of 14, when I began to mod the game Minecraft. Since then I continued to learn to code and entered Supinfogame Rubika after my baccalauréat.
I'm very interested in Level design, the mechanical aspect of the discipline, but also its narrative and artistic sides. If level design is my main interest, I am also interested in the fields of combat and AI design.
I yearn to create strong and memorable environment through all aspects of a game.
My influences :
The Dishonored Saga
The Dishonored games are the games that most influence my work today. Dishonored's levels are an exemple of how a semi-open world game should be done : challenging situations that are not restrictive, but give the player the opportunity to express their playstyle in many different ways. This also means that Dishonored has a very high replayability, each situations having many solutions, some harder than others, depending on how the player built their character. A scene that was very hard to pass in a previous playthrough could be very easy using a power that the player didn't have before.
Narratively wise, the Dishonored franchise taught me that putting simple consequences to the player actions created a very strong story. Those consequences could be a huge part of a level completely different depending on the player actions, or a simple prop placed at the right area being either broken or intact : those things are what the player is going to remember in the end.
Super Smash Bros Ultimate
SMBU is, in my opinion, the best fighting game ever for multiple reasons. Its input system makes it a very accessible game : anyone could pick a controller and understand how to input any character's move in 10 minutes. Since all the moves obey the same rule (1 input for the type of attack and 1 for its direction) every move comes very naturally in-game.
Then, SMB's percent mechanic create a very deep combo system. Since characters go flying when they get hit depending on their percentage, the players have to be very creative to create combos because some of them could work at low percentage, but not at higher ones. All of this puts a huge emphasis on the players' movement skill, as they have to control their placement perfectly to put themselves in the right spot to attack and follow up.
SMBU is an exemple of simple mechanics and easy to learn systems that creates a very deep gameplay.
Portal 2 has one of the stories that marked me the most. Supported by excellent character dialogue and a level design that always makes the player feel clever. Portal 2 is a game that I go back to when I want to relearn the fundementals of level design in its globality : the importance of lighting and contrasts, how to create a good environmental storytelling and how to manage the pacing of my levels.
It's one of my favorite games because it is simple with a strong core mechanic pushed to its maximum potential, set up in a great universe.
God of War (2018)
The God of War games were never games that I wanted to play because I saw them as a bit too unnecessarily violent for me, with an input combo system that I don't like in any game (pressing inputs in a specific order to make one specific move). But God of War 2018 took all of that and made it into a deep and meaningful game that fully acknowledged where it came from.
Gameplay wise, my favorite part of the game is Atreus. Never a burden for the player, only a tool that can be used with non-restrictive conditions. The player will never have to protect Atreus, or help him do certain things.
Deus Ex : Human Revolution
Deus Ex is the game that shown me that is was possible to tell a great sci-fi anticipation story, with realistic themes in a AAA video-game.
I played Deus Ex after Dishonored, so I was already appealed by the type of semi-open world that Deus Ex had, for the same reason I liked the Dishonored one : challenging but not restrictive situations and a high replayability value. Even if Deus Ex had a bit less mechanics about the consequences of the player's actions, I finished it telling myself that the things that happened in the story were things that could happen in a world with augmented people.