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My Café
I recently worked with MLC - Magna Ludum Creatives on a cute Roblox project called "My Café" as a level designer.

"My Café" is a collaboration with Aether Interactive, who reached out to MLC for art direction, environment and level design support.
In "My Café", you play as your very own customized character managing your café and town, serving customers, attracting tourists, and building your beautiful little food and drinks venture within a lively, diverse, and colorful world. You can read more about the project here!
The level I worked on is a small tree town which required a central area with a well, few benches, a picnic cover, a cozy nook, a gazebo and a tree village.
I came up with 2 different layouts for this level:


- first one being closely inspired by the initial concept arts, placing a big tree in the centre. - second one — which ended up being the preferred one — puts the big tree off the centre of the level and offers a nice view of the central area from a higher ground as we enter the level.


Once validated, I jumped into Roblox Studio and built the following blockout, all perfectly interactable and integration ready:






I'm very excited about this lovely project, it was great working with such amazingly talented people!
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New Dawn
Hey! I've just released my very first single "New Dawn" on my bandcamp, as well as all major platforms — go give it an ear here: https://linktr.ee/ourob
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It all started with a drum break recorded with my brother a while ago, now it turned into this electronic banger!
Many thanks again to Corentin for allowing me to use your picture for the cover, it really is so kind! If you like anything train related, please consider giving him a follow at https://www.instagram.com/trains_up/ & https://www.instagram.com/monts.photos/
#music#electronic music#new music#spotify#bandcamp#pop music#indie music#indie electronic#synthwave#synthesizer#synths#dark synth#synthpop#playlist#instagram#Spotify#Youtube
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Made a 3D interactive UI in Unity using Amplify Shader, for a future PicoVR project. As long as the player maintain their sight within the circle they're good, but if they're getting too close to the edge or leave the circle, they get warned by colour + distortion animation.
Made out of 4 quads, which receive panning of a normal wave texture + distortion, all affected by how far off the player's sight is.
Working in 3D space, no matter how close/far the circle is, or which direction the player is facing (and yes, it's been a pain to implement, I absolutely hate love vector mathematics).
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Compilations

Back in 2009, as I was still in high school, I started creating music compilations so we’d have music to listen to with my parents as we’d drive down our summer holiday’s location.
The car didn’t have bluetooth nor any USB slot back then, so they would take the form of 5 CDs of ~80 minutes, packed in Orange / Green / Blue / Violet and Pink plastic boxes, for a total of ~6 hours of music. Each was meant to be read from top to bottom, usually telling a story.
Today, even if I’m not following them during their summer hols and their car cannot read CDs anymore, the tradition remained. Every year, the day they travel is my deadline to create those 5 compilations, loaded on an USB drive.
They’re no longer travelling playlists to me now but rather serve as a musical summary, reminding me people I met, things I worked on, gigs I went to, places I visited this year… and I really hope I’ll be able to keep doing this for the rest of my life.
As a common Spotify User, I’ve compiled (lol) all of them as playlists. It was about time I made covers and shared those somewhere. You can find them all here.
(of course, many tracks aren’t on Spotify so I HAD TO document them all in a google spreadsheet… for the record…) https://docs.google.com/spreadsheets/d/1aZ05Oi1Pp0bJ54Apng-t_vIXlfAt40EhY6QNQQd2vnI/edit?usp=sharing
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My yearly compilations from summer 2022.
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Some of my favourite compilation covers.
They’re all moments captured or places visisted during the year of the compilation, which it strongly reminds me of. (strong lockdown vibe for 2020, aye?)
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New drum cover! The track is called "Devastation" by Beartooth, and it's all featuring my fellow partners from my previous band Onigami. All mixed and video-edited by myself.
I appreciate the format isn’t convenient on horizontal screens, I will take care of this on the next ones.
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Basic Dissolve shader made with Amplify for a PicoVR project.
The shader uses object’s coordinate instead of a gradient texture, so we can use the same shader on any object, no matter its dimensions. One object being effectively 2 objects: the one dissolving and the final object underneath, using Toony Colors Pro 2 mobile shader ;)
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Jurassic World Aftermath
Jurassic World Aftermath is an adventure / horror VR game released on Oculus Quest 2, on which I’ve worked as a game and level designer while being at Coatsink (check the game’s website here)!
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In Jurassic World Aftermath, the player needs to explore a huge facility to accomplish objectives, while being stalked by Velociraptors. They have got few hacking tools to help them out, all using the Quest 2 controllers at their full potential. It all results in a great and spooky VR experience! (brrr...)
My work on the project mostly consisted of:
Support AI design and QA.
Design early versions of the corporate level (part 2).
Implement few level scripts throughout part 2.
Check the Part 2 launch trailer here:
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A friend and I messed around with Amplify to try and reproduce this watercolour shader effect in Unity (it’s using URP) and got a pretty convincing result imo. He started it and I helped him tweak final details and make it work!
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Transformers: Battlegrounds
Transformers: Battlegrounds is a top-down tactical RPG I’ve worked on as a game and level designer. The game’s been published by Hasbro, and was released on Steam, Xbox, PS4 and Nintendo Switch (game’s website here)!
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The game features a campaign mode where the player battles the Decepticons through 4 various environments, as well as few couch co-op arcade modes, and a rogue-lite mode included in the “Shattered Spacebridge” DLC!

My work on the project mostly consisted of:
Early game design & documentation.
Level design and level building.
Most of the AI design.
Abilities balancing.
Balancing of the rogue-lite mode.
Implementing a LOT of cinematics.
Check the Shattered Spacebridge DLC trailer below, and many more media on the game’s website.
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Say Something Kind
Say Something Kind is a first-person platformer I have developed for Secret Santa Jam 2020. Check the itch.io page here.
From my giftee I received this message:
Hello, I am a teen who likes to play and make games, my favorite genres are parkour, parkour-shooters and horror games.
The result is a parkour game where the player gets to write a kind message to someone, and add a signature to their message; both inputs being used to generate the level they’re about to parkour through, and the colors of the world. I of course took a lot of pleasure creating shaders for that x)
Download the game here, and write kind messages to others... or not ;)
#personalprojects#saysomethingkind#unity3d#indiedev#indiegames#gamedev#secretsantajam#ssj2020#videogames
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Few colour combinations in Say Something Kind, and the most used Amplify shader in there.
#personalprojects#saysomethingkind#unity3d#shaders#indiedev#indiegames#gamedev#secretsantajam#ssj2020#videogames
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A quick playthrough of “Say Something Kind”.
#personalprojects#saysomethingkind#unity3d#indiedev#indiegames#gamedev#secretsantajam#ssj2020#videogames
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Colour transition in Say Something Kind.
Lerping happens via code and affects 2 “Global” colour variables present in every shader of the game.
#personalprojects#saysomethingkind#unity3d#indiedev#indiegames#gamedev#secretsantajam#ssj2020#videogames
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Due to lockdown, I ended up with no proper DAW nor headphones, so I decided to challenge myself with a musical project... <.<
No drums here, these “Confitunes” are the result of many days spent messing with the KORG Electribe Sampler. All have been recorded using Audacity and a pair of shit earphones. Covers have also been made using Paint and Databending on Audacity.
Really hope you enjoy.
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Databent explorations for the Orange cover. The first image is the pre-databending picture (which has a simple posterize effect applied using Paint.Net).
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