Personal projects

Alfeda - Info

1 and a half months of development in 2020

Unreal Engine 4

Blueprints

Programmation, Implementation, Level design

In Alfeda, I worked on programming with Blueprints, implemented 3D assets with animations and various characters, and designed the layout for a complete level, which deepened my understanding of the engine.

Unethical Experimentation​ - Info

1  month of development in 2021

Unreal Engine 5

Blueprints

Programmation, Implementation, Level design, Scenario

In Unethical Experimentation, I focused on AI programming using Behavior Trees, Blackboards, and Blueprints. I also implemented various game assets, designed the level environment, and integrated environmental storytelling elements, which further developed my skills in Unreal Engine 5.0. This project helped solidify my understanding of both AI mechanics and level design.

Corrupting The World - Info

1 week of development in 2022

Unreal Engine 5

Blueprints

Programmation, Implementation, Level design, Game feel

In Corrupting The World, I focused on implementing 3D assets, designing the level, and refining actor interactions within the engine. I also worked extensively on enhancing the game’s feel and responsiveness, further strengthening my skills in game development.

The cube - Info

1  week of development in 2022

Unreal Engine 5

Blueprints

Programmation, Implementation, Level design

In The Cube, I focused on using the engine’s split-screen functionality and designing the levels for each challenge. This project also helped me develop the basics of local co-op game development.

Golden Fork - Info

2 months of development in 2023

Unity 

C#

Programmation, Level design, Particules, Assets, Game Feel

In Golden Fork, I focused on programming, creating assets, designing particle effects, and enhancing game feedback and juiciness. This project significantly improved my ability to deliver a strong game feel to the player.

Fiendish Abduction​ - Info

2  months of development in 2022

Unreal Engine 5

C++ / Blueprints

Programmation, Implementation, Tools

In Fiendish Abduction, I developed a custom tool for procedural generation using the Wave Function Collapse (WFC) algorithm and programmed a dynamic split-screen system in C++. This project also helped me refine AI systems and enhance the local co-op experience.

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