About

I am working as webmaster at the French Institute in London.

I like all sides of multimedia, I like to work in web, video games, multidevices application... design or development. I'm especially interested in combination of multimedia and reality (alternate reality, transmedia).

contact: kamille.lemaire[at]gmail.com
+44 75 0482 7239

CV

education

2009/2010: DU Level Design / Game Design, Gamagora (Lyon, France)

2007/2009: Gobelins: multimedia designer and developer (bac +4 / level II)

work experience

2011: webmaster - VIA, French Cultural Institute in the UK

2010: game (flash/flex) developer / designer, internship + contract, Kiniro

2007/2009: web developer (gwt/java, flash), apprenticeship, Bayard Service Web

skills

prog. languages: flash as3/as2, java/gwt, html, css, php, javascript
softwares: Flash Builder, Photoshop, UDK, Visio, Layout, Eclipse

download: cv (pdf)

luna

To prove his love to his beloved, a young boy named Jules, must start a very hard quest: to get the moon. He must go to Luna island, the only place in the world where it's possible to reach heavens.

context:

school project (5 game/level designer, 3 graphic designers et 3 developers) I'm game designer and lead level designer.

concept:

Platform/puzzle game, in flash. Jules moves on blocks with different properties (some disappear, some are on fire or are frozen...), in a paper universe. At every level he gets ladders, which help him to go to the moon.

skills:

game design: participation in game design and in game design document
level design: design of documents of levels and worlds production (from gameplay ideas to playtests), level design production control

homer d'alors

Homer makes a succession of disasters in Springfield. At every accident he irritates more the residents, who are going to bannish him if he goes too far.

context:

school projet (by group of 5), Gamagora (2009), subject: make a board game on Simpsons license.

concept:

Players must protect Homer by bringing him back home. The board is the city and it is only one counter (which is Homer). He moves from place to place (with "places card"), and around every place are "accidents" which Homer can cause if he stops on one of these squares. At every accident the "irritation gauge" of the residents increases. If it reaches its maximum, Homer is bannished and players lost. To avoid this, players have "events cards", which can act on Homer's move, or cancel some accidents. Players have also "resources cards" (beer and donut) required to use events cards.

pictures

st quentin almshouse

Map Splinter Cell Chaos Theory

context:

individual school project. Create and build a multiplayer map, from architecture plans to playtests, on Splinter Cell Chaos Theory's license. (engine based on unreal engine).

map:

I've chosen to build an almshouse. This building was created during the Inquisition, so it has a crypt and secret passages. Then it became an almshouse, before being deserted. It is now use by a local mafia for organ trafic.

luna homer d'alors almshouse needles & brains

needles & brains

In "Needles & Brains" the hero wakes up in a creepy old building filled with zombies-nurses. He has to escape and to face these ugly residents during mini-games.

context:

school exercice, Gamagora (2009), subject: write a game concept document for a party-game on Nintendo DS.

skills:

design and writing of a game-concept, and two developed documents of two mini-games.

püsh

It's a multimedia and multi-support system which offers to play a scenarized visit of temporary museum exhibitions (in-situ). It's for young adults ("kidults") who aren’t very familiar with Museum and Art but are curious and like new experimentation and discovery.

Püsh is in 3 stages: before the exhibition: marketing/buzz campaign and websites (augmented reality and ARG) during the exhibition: mobile devices to guide users (with NFC-Bluetooth techonology), and after: a multi-touch and multi-user table, to conclude the 'adventure' and improve their knowlegde of this exhibition and share with their group.

context:

school project (group of 4), 1 year, second year in Gobelin school, free subject. position: technical responsible, developer and member of design team.

skills:

design: thought about game, management of a group and individual, and setting up of an application in a 'real' environment, script of some pages.
development: development of a multitouch application for interactive table (Flash: TouchLibAS3), table/mobile network (Flash, Java, SmartfoxServer), test of augmented reality (Flartoolkit, Papervision), search on mobile technologies (NFC/Bluetooth).

pictures

videos

push table Table
push trucks Buzz website
push trucks design (fr)

text

presentation pdf

püsh the museum of...

The Museum of unnatural Tim Story

"The Museum of Unnatural Tim Story" is a web museum-labyrinth about Tim Burton. Visitor begins by following a witch-guide, but he can lose himself at any time, discover secret rooms and face museum residents.

context:

school project, first year Gobelin, 3 months (2008), subject: "present your favorite artist with your vision".

skills:

design, development of presentation site (graphic design and code -flash actionscript 3-)

pictures

video

museum video Website

text

presentation pdf
Thanks to: JQuery, FancyBox and ScrollTo.