For Luna project, I’m searching games to consult, and Soul Bubbles is a very interesting example, for progress, balance between pleasure and difficulty, cohesion between worlds (which have nevertheless specific identities).
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level design
Plants Vs Zombies
March 22, 2010
As lead level designer on Luna project, I’m creating some ‘tools’ (gameplay ideas list, ‘protocol’/workflow of level’s production…) in order to assure consistent levels, progress of difficulty…
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Splinter cell almshouse
March 12, 2010
During 4 months, we have class with Olivier Azemar (architect and level design at Ubisoft), and each and every one must make a multiplayer Splinter Cell Chaos Theory map, from architect plans to playtests. (project finished by an oral last Monday).
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