Blog posts

If you want detailled explanations about the way I work, I wrote a post for all of the following projects:

Kronos

 

A 3-days project, using Google's sprint methodology. I tackled down the topic of lateness (in class, at work etc...).

The goal was to reach a first prototype to a solution at the end of the day, which was done and also tested.

If you're interested to see how I work and what I can pull off in a short amount of time, this project is for you.

 

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Dump'N'Bump

 

An alternative controller game made alongside 4 other game designers. We tried to reinvent the experience of the bar game, by proposing something that would be more interaction-oriented.

We had 1 month to prototype our idea and present it.

 

If you're interested to see the kind of experiences I like to make, and my prototyping skills, this is for you.

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Project Haven

 

 

A project made with a transversal team, designing a VR complement to mammal biopsy operations.

Our industrial was General Electrics Healthcare, we were given 3 months to find a way to relieve stress amongst patients.

 

If you're interested to see how I work in teams and design, this is the post for you.

 

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Design

GD

Prototyping

Storytelling

UX

Prototyping

Methodology

UX

Management

GD

Design

Design projects

I've had the chance to work on a lot of different topics during my time at ISD, here is a quick overview of them

Ipnosi

Gestalt's game

UX

Design

Prototyping

Methodology

UX

GD

Prototyping

Storytelling

My first long project at ISD. We tried to find a way to relieve the anxiety of patients going to the hospital for an operation.

 

We created a device that trains you to self-hypnosis, using your senses to help you. The goal is to train before the day of operation, and to make your own session on the day you're going to the hospital.

 

Above is our process to prototype the idea.

 

Made with:

- Marie Cordonnier

- Elisa Milot

- Hanane Nimot

A project we made after going at the game UX Summit 2019. The goal was to create a game that would teach the players the laws of Gestalt, without the player noticing it.

 

You associate pictures with definitions in a wooden game, and if you're right you're rewarded at the end.

 

Above is the trailer of the game.

 

Made with:

- Timothée Andalo

- Antoine Fornies

- Ilona Guiraud

School.io

Flex

UX

Prototyping

Methodology

Storytelling

UX

Management

Design

My first short project. I had 3 days to find a problematic and prototype and answer to it. After asking around, I realized there is a problem in the School system in France, and that a lot of students don't have the ability nor the will to perform well.

 

From the interview I conducted, I realized that often, even if the student wants to progress, they lack the pre-requisite to following courses.

 

To answer that, I made an application that would integrate all the topics students have to learn during their year, and to allow them to assess whether or not they've understood it. If that's not the case, they have access to ressources to help them understand, and they can understand why they have a hard time, by looking at the pre-requisites.

 

Above is a process video, made to present the project.

 

Thanks to:

- Elliott Hippeau

My 2nd long project at ISD. We had to find a way to make the flexible screens technology more relevant. We found out that the problem was not the technology itself, rather the use the various industries make of it.

 

We came with the idea of installing a huge flexible screen in the Parc des Tuileries in Paris, and to have different functions for the screen depending on the time of the day.

 

Above is a video summarizing the project.

Warning: it's 15 minutes long

 

You can also find an interactive prototype we made for the ideation phase by following this link.

 

Made with:

- Hugo Camart

- Devam More

- Devina Naïk

Videogame projects

Coming from Game Design, I've had the opportunity to make a lot of games. Here are my 2 favorites that I think will help you understand the kind of emotions I like to convey

La Selva

EFIR

GD

Management

Prototyping

Storytelling

GD

Management

Prototyping

Storytelling

Our first videogame project, back in 2nd year of game design.

 

La Selva is a carboniferous-like jungle that grew because of the spores Christophe Colomb brought from the new world. Due to its proliferation, most people in Europe died trying to resist and the few survivors live in walled-up cities.

 

In this game, you play as Amalia, a 16 years old girl whose father is missing and who tries to learn what happened to him.

 

My work was to make sure the project followed our deadlines, programming mechanics in Unity (fight system, lights, IA), & game design. I also made the trailer you can see up there (the music was made by Hadrien Auvray)

 

Our objectives for this project were to deliver a short game with an endearing feminine character and an hostile and frightening environment, you can find it here

 

Made with

- Hadrien Auvray

- Clarisse Faupoint

- Thomas Guedel

- Hugo Guisnet

- Maximilien Fouchou-Lapeyrade

EFIR is our second mobile game.

 

We all agreed we would like to make a kind of more "artistic" game. When decided to have a pure experience, based on the theory of Flow by Jenovah Chen.

 

 You control a spirit that has to replenish life through different levels, looking for his soul mate.

 

The whole controller is based on the phone's gyroscope, meaning you only need to tilt your phone to glide your way through the game.

 

My tasks were the management of the team in terms of deadlines and work repartitions, the game design, making tools for level design and the programming of the game.

 

Above is the trailer of the game (music by Corentin Castric)

 

Made with:

- Hugo Bonte

- Corentin Castric

- Celeste Ebran

- Louis Houyez

- André Rizkallah

- Jules-Ismael Tien

Thank you

If you'd like to see more of a specific project, you'll find additional resources in the miscellaneous section. If you liked what you saw, feel free to

 

Contact me