EPITECH, LevelDesign, Programming, Unity3D



January 2012 – january 2014
Team : 13 member from EPITECH and 4 additional artists.
Tools : Unity3D, C#
My role : Gameplay programmer, level designer,  game designer.

My biggest project yet. Two years long, more than 13 team members. Dispersed all over the world.  Animate was my end-of-study project. It aims to be an artificial intelligence engine. This project can be separated in two parts : The server side. Developed in C++, it’s handling the artificial intelligence and sending over the network informations to the  » graphical side » which is a client made with Unity3D. The client is only in charge of the display and taking the user’s input. With this separation, the idea was to reduce the pressure on the client side.

I worked on this project in the « graphical team », I was in charge of implementing game mechanisms in Unity3D in C# (moving, eating, etc….) I worked with a professional animator in order to implement the animation of our creatures in Unity3D.

Another part of my job was to create the « world » in which our creatures lived.

This project was really hard and stressful, with a lot of research involved. But, in the end it was a really valuable experience. And we even won the first prize of the Epitech Innovative Project 2014. Yay.

EPITECH, GameDesign, GameDev, UnrealDevelopmentKit


January 2013 – june 2013
Team : 6
Tool : Unreal Development Kit, UnrealScript
My role : project manager, gameplay programmer, game designer.

One of my first « big » project. It was during my EPITECH years, as an end of year project, we created some kind of space-opera multiplayer online battle arena (MOBA)

The goal was to destroy the enemy’s mothership. Which could also be controled by another player. And fire big laser.

The development was hard, and in the end we had a barely working prototype, but it was interesting to work on new tools. I even made the cinematic trailer! (and gave my voice)