PROFESSIONAL EXPERIENCE
CONTRACTING WORK
Game Design / UX Design | Jan. 2017 - Present
OA+
- Project: Unannounced Poker-RPG mobile game
- Designed and mocked up the UX layout and flow for all screens
- Provided recommendations to optimize the gameplay and economy system
TILTING POINT
- Projects: Siege: Titan Wars, Massive Warfare, Unannounced Pool Game
- Provided detailed and prioritized UX feedback on beta builds
- Designed and mocked-up all game screens along with UX recommendations
- Followed up on implementation with the third-party developer teams
COMIC BOOK
Writing / Art / Color | Jan. 2017 - August 2017
- Project: unreleased 24-page comic for children
- Wrote the original story, characters and dialog in French and English
- Drew, colored and lettered the comic digitally using Adobe Photoshop
EKO (f.k.a. INTERLUDE)
Interactivity Artist | Sep. 2015 - Nov. 2016
- Led the creation and implementation of game mechanics and UX design for all internal projects
- Devised the achievements feature design for the Eko platform
- Oversaw the UX and interaction design for brand partnerships, including: Coca-Cola, WMG, ACL-Redbull, Elite Daily, and Shell
- Supervised external creators to ensure meaningful UX/UI
- Acted as mentor and juror for contests such as SeriesFest & Games4Change
- Notable projects: Charlie Gets Fired, Mind Blown, Toyz, Wargames, and other unannounced interactive series
GAMELOFT (NYC)
Lead Game Designer | Oct. 2014 - July. 2015
Ice Age 5 (unreleased)
- Pitched the original concept; designed the vision, game loops, systems, mechanics and interactions
- Designed the UX, tutorials, economy, and social features
- Managed a team of five designers, overseeing design pipelines, processes, reviews and prototypes
Cars: Fast as Lightning
- Created and supervised features, mechanics, live events, and assets for five updates and DLC
- Balanced and tweaked the game economy live
Game Designer | Mar. 2012 - Sep. 2014
Cars: Fast as Lightning
- Designed core game features, mechanics and interactions
- Elaborated the documentation, UX flows, and tutorials
- Designed 20+ racetracks, 150+ quests, and assets
Ice Age Village
- Designed 300+ quests, assets, and rewards for eight updates
- Designed social and freemium features; redacted documentation
- Oversaw live events, tweaked economy balancing live
Game Design Intern | Aug. 2011 - Dec. 2011
Zombiewood
- Level building and difficulty balancing
- Designed mechanics, 10+ missions and 5 enemies
PASTAGAMES (France)
Game Design Intern | Jun. 2010 - Sep. 2010
150+ levels and a new game mode designed for Pix N Love Rush
OUAT ENTERTAINMENT (France)
Marketing Intern | Jun. 2009 - Sep. 2009
- Press kit, newsletter, QA on Pure Hidden and Danger Next Door
SKILLS
FAST LEARNING + PROBLEM SOLVING + CREATIVE SOLUTIONS + PROACTIVITY
Game Design
Concepts, systems, mechanics, controls, social & freemium, live events, gamification
Level Design
Content design, balancing, quests, progression, tutorials, data implementation
UX Design
Interaction design, flowcharts, sketching, early prototyping, Google & MS suites
Presentations
Presentation design, pitches, mentorship & training, game documentation
EDUCATION
Game Design and Project Management Master Degree
SUPINFOGAME (France) | 2007-2011
Game concepts, mechanics, systems, levels. Pipelines, workflows. Team projects
LANGUAGES
FRENCH
Mother Tongue
SPANISH
Work Proficiency
ENGLISH
Fluent