LEAD EXPERIENCE



• Core team member, representing the Design department in key project and leadership meetings
• Design team leadership, including objective setting, work prioritization, task allocation, and promotion of best practices
• Alignment of game design with creative vision and production priorities throughout development
• Coordination with multidisciplinary teams and external stakeholders (QA, certification, publishing partners) to ensure quality standards and on-time delivery
GAME ACTIVITIES



Design Challenge: How to create a wide variety of engaging gameplay activities that help players better manage stress?
• RGD (rational game design) applied to breathing mechanics as a core systemic foundation
• Design of context-sensitive breathing activities adapted to player needs and situations
• Creation of playful challenges where players must maintain calm under pressure
• Difficulty tuning to ensure challenge without generating additional stress
• Calm-focused activities supporting reflection, awareness, and understanding of the player’s stress level
O.ZEN – SYSTEMS & DOCUMENTS


Design challenge: How to sustain long-term engagement while improving players’ stress management skills?
• Stress management mechanics integrated into the core gameplay loop, including balancing and long-term progression tuning
• Experience-based progression framework driving player engagement, retention, and long-term motivation
• Reward and achievement systems featuring badges, unlockables, and collectible incentives
• Comprehensive game design documentation and feature specifications maintained through a dedicated Wiki platform
• Player onboarding and knowledge transfer systems combining tutorials, contextual guidance, and embedded learning mechanics
ASSASSIN’S CREED BROTHERHOD – FRONTEND FLOW



Design challenge: How to design a AAA game environment consistent with Assassin’s Creed lore and the Animus system?
• Design a digital environment, navigation systems, menu structures, and user flows ensuring clarity and consistency.
• HUD design explorations, helping define the accessibility of gameplay information during play sessions.
• Interface wireframes, and design documentation using Confluence to support cross-disciplinary collaboration.
• Close work with designers, artists, programmers, and production teams to iterate on feature implementation.
• Agile development processes, contributing to sprint planning, backlog management and reviews.
• Scrum Master for the team, facilitating communication and supporting efficient delivery throughout production cycles.
• Feature validation and iterative improvements through regular playtests and feedback sessions.
ASSASSIN’S CREED 2 – GAMES TO WEB / WEB BATTLE


Design challenge: How to support long-term engagement through player comparison and competitive systems?
• Reward structures and progression, battle mechanics aimed at extending player engagement beyond the core game experience.
• In collaboration with the Creative Director to ensure consistency between the online experience and the Assassin’s Creed universe.
• Core gameplay systems and player progression benchmark to identify meaningful challenges, objectives, and metrics to be tracked through the Games-to-Web platform.
• Functional design documentation and collaborated closely with programmers, and designers throughout production.
• User experience flows, interface structures, and screen specifications for web-connected features and services.




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