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The level design for this project is closely tied to the narrative, as it must support the character’s journey and their understanding of the living world they discover. Moreover, it is divided into two phases: one on foot and the other by boat. Finally, I had to take into account all the various, complex mechanics that make up a stealth game, such as the noise system, line of sight, weapons, movement, verticality, and so on. For example, I placed checkpoints after every key challenge to minimise frustration and make progress smoother.
Eventually, I decided to divide the experience into three islands to alternate between land and water phases, and then focused on designing the land parts. I made a section of the first island without the spear and even without enemies, to familiarise the player with the controls and the basics of the game. This entire sequence serves as a hidden tutorial with low-risk scenarios. The second island is trickier, with a larger number of enemies, more complex areas, and timing-based challenges. Finally, the third island acts as a “boss” level and features several spectacular phases.
05 / 2025 - 06 / 2025

DalRiata is a stealth-adventure game in which you travel across the Scottish moors and infiltrate an enemy clan.




- First island -
Free-from-enemies area, to get grips with the basics.

- First island -
Regular checkpoints to encourage a variety of approaches.

- Second island -
Timing-based challenges with verticality.

- Second island -
Transition area between the land section and the boat section.

- Third island -
Cinematic shots with a camera on a track.

- Third island -
Most challenging, high-tension sections.

​ 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, they can remove the sphere pressing on the button and thus retrieve it to position the panels as they please.
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



In order to present the various features separately and showcase a glimpse of each one’s potential, I designed a two-part sandbox. The first part is a large stage for players to familiarize themselves with the controls and metrics, featuring small scenarios that illustrate the fun associated with each mechanic independently. The second part is a blockout of an entire level where the features are pitted against one another to show what the game would look like if production were to continue.

11 / 2024 - 01 / 2025
Puddle saves the day is a puzzle/platformer game where, as a sponge, you absorb water to extinguish fire.
Sandbox - Part 1: Separated rooms and features


Sandbox - Part 2: Whole level with "real" situations


"Flower's Path", a level for a non-existent game
Full Level Production


11 / 2024
To design the full 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 puzzle/management One Button Game in which we play as a gardener who makes flower beds 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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