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​ To create this level, I decided to focus on the bridge of light. This gameplay brick interested me, and I wanted the player to use it in new, original ways to solve the puzzle. So I created a system of oblique panels preventing the player from correctly orienting the bridge.
To orient these panels correctly, the player must therefore disable a button to which they do not have access. By using the light bridge in a certain way, he can remove the sphere pressing on the button and thus retrieve it to position the panels as he pleases.
I consider this level a good one because it exploits well the phenomenon of tinkering, which is essential to puzzles, and contains enough things to vary the lines of reflection. Once the logic is understood by the player, the puzzle is not very challenging anymore.
06 / 2025

Portal 2
Full Level Production


Level Design Study
Full Level Production


11 / 2024
To design a full generic level, I first established a simple narrative framework. This allowed me to identify coherent and relevant gameplay situations that would introduce something new for the player (highlighted in blue).
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The first is a kind of race against time, where the player must shoot enemies who are running beneath leaf-covered shelters before they reach them. The second involves a slope too steep to walk on; the player slides down and must jump at the right moment. Finally, the third is a boss fight with a sniper-type enemy that features multiple phases. The player progresses through areas with close cover, then distant cover, and eventually alternating cover.
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The primary goal of these sequences was to offer varied gameplay by forcing the player to adopt unique behaviors that deviate from the default playstyle.





Woolly Brawl is a fighting game in which you play as a shepherd who can throw his sheep at enemies.
The greatest challenge of this project was probably the composition of the levels. With the whole team, I thought of strong level design bricks that could give rise to many situations.
I imagined, schematized and defended various level design situations combining the player’s fun and transmission of emotions in order to create a tailor-made experience.
Then I was able to integrate everything and take care of the environmental narration.

10 / 2023 - 12 / 2023







Le Jardin des étoiles is a One Button Game of puzzle/management in which we embody a kind of gardener making flower beds to care for his wife.
Regarding the level design, I was able to create 3 levels. I paid special attention to the tutorial to be sure that players would be familiar with the controls. So I cut the first level into 3 distinct parts, each teaching the player a different pattern or goal.
I chose to translate the design of the events into hard-to-reach areas, forcing the player to reserve his resources to have enough once on the right box.
My goal was to give the player the impression that he should spend his resources intelligently, sometimes with parsimony and sometimes without any restraint.
12 / 2022 - 01 / 2023






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