Programmer & Game Designer
Hello and welcome! I’m Félix, and I love making & thinking about games.
I’ve been working on multiple game projects for a few years, be it in a professional, student, personal or game jam setting. I’m currently working with La Belle Games as a freelance Game Designer, on two projects I can’t wait to talk about !
I also write about tiny indie games on my blog A Piece of Heart.
You can consult here my different games & game-related projects, or check out some music stuff I did in my previous life as a classical music artist =)
Highlights
Mauvaises Herbes (2022)
Experience the rise of a self-sufficient community in the early days of climate change awareness by playing Jude, a skeptical engineer who doesn’t seem to belong here.
- Design of an adventure & puzzle game
- Vertical Slice currently in production
- Development in C# with Unity (code for the puzzle part on Github)
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Mauvaises Herbes is a graphic adventure game in development, about ecology and anarchism. The team is made up of 2 artists, 1 writer/narrative designer, 1 sound designer/composer, and myselft as game designer & programmer. We aim at delivering a 15 minutes-long vertical slice in the following months.
After a long period purely focused on research and design, during which we produced a large amount of documentation (Game Design Document, Narrative Design Document, Graphic Bible, Character concepts…), we started the pre-production in June, 2022.
As a programmer, a lot of time was spent designing the code architecture. I’ve learned to use Class Diagrams and apply SOLID principles in my code, especially Interface Segregation & Dependency Injection to decouple objects and make the code much more modular. With two very different gameplay parts to take care of (side-view dialogues & top-down puzzle), I’m constantly challenged in multiple ways. We’re also taking advantage of the Yarn Spinner Tool to integrate dialogues smoothly.
You can find my code for the puzzle part on Github!
As a game designer, I worked on a large range of tasks ranging from top-down game design (from theme to mechanics), 3C game design, mockup & UI to target audience identification and Key Selling Points. Main inspirations for the game include Mutazione (Die Gute Fabrik, 2019), The Red Strings Club (Deconstructeam, 2018) and Assemble with Care (Ustwo Games, 2019), from which we analyzed the gameplay alternance between dialogues and puzzles. We were also strongly influenced by Hannah Nicklin’s Multiple Middle theory, which offers a way to deliver a strong narrative experience while having a pre-existing plot.
Beeing both Programmer and Game Designer on this project is very a powerful mix, making me iterate that much quickly, rapidly testing out new ideas and see them in motion.
Other key roles are dispatched across the team: communication, business and producing. I currently tackle the last one, defining tasks, deadlines, preparing meetups and more. We experimented different production process, such as small rushes that make us focus on developing and testing one single feature in just a few days.
We regularly talk about the project progress on our Twitter account @MauvaisesHLeJeu so go check it out!
Age of Apes (2019)
The world of humans has ended; the Age of Apes has begun! Monkeys are at war to launch Rockets into space in search for… bananas! Become part of the strongest Clan, create your own Gang, war with other apes, and be the first monkey to explore the galaxy!
- Internship at Tap4Fun Paris
- Design of a minigame
- UI mockups on the main game
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During the 5 months of my internship, I worked as a Game Designer on Age of Apes, an MMO strategy game developed by Tap4Fun Paris. This work was made in parallel with a developer team located in Chengdu, China. Therefore, all the documents had to be written in english.
My main mission was the design of a secondary gameplay that would offer a quickly achievable objective to the player (Gameplay Pitches here). With this in mind, I designed Drive the Rocket, an infinite side-scroller where you have to drive the furthest possible with a miniature rocket. You can find its Game Design Document and Level Design Document here!
I also worked on the main game on multiple elements and systems such as the buildings’ unlocking conditions, the effect of several items and the ranking list. Furthermore, I designed multiple UI screens showing important informations and offering some action possibilities.
Finally, I worked on some documentation required by the game designers and the developers such as a list detailling all the game’s buffs and where to find them, and an analysis of several other mobile MMO strategy game’s tutorials.
Cub3D (2022)
This project is inspired by the world-famous Wolfenstein 3D game, whichwas the first FPS ever. Our goal was to make a dynamic view inside a maze, in which you’ll have to find your way.
- Student project (42 school)
- Development of a 3D environment in C
- Find the source code on Github
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This 2-students project was made during my studies at 42 school, by using only C and the minilibx, a simple X-Window programming API.
The main part I took care of was the raycasting, a rendering technique to create a 3D perspective in a 2D map. Mine is based on the Digital Differential Algorithm, which is a fast algorithm typically used on square grids to find which squares a line hits.
I also made a simple minimap representing the player’s position inside the environment with its field of view.
Of course, every malloc had to be protected and no leaks were allowed. Thus, I designed an elegant way of freeing the memory cyclically, by using a linked list holding up all the malloc-ed memory.
> Deadline (2022)
You play a screenwriter once known for his acclaimed thrillers scripts. Tormented by an impostor syndrome and some rather common everyday-life issues, he looks for new sources of inspiration, while inexorably becoming obsessed with murder.
- Design of a modern text-based adventure game
- Made in 3 weeks
- Development in C# with Unity
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This 3-weeks project was made as a team of 5 people: 3 narrative designers, 1 artist and myself as a game designer & developer. Due to the high number of narrative designers, we decided to go for a highly content-based game, inspired by old text-adventure games such as Colossal Cave Adventure (1975) or The Hitchhicker’s Guide to the Galaxy (1984), and adding a touch of « form conveys meaning » principle by working on text animations.
One strength of traditional text adventure games lies in the strong feeling of freedom perceived by the players, by typing commands into the console to interact with the game. Sadly, it is often frustrating to go back to these games today, due to the high difficulty, the lack of clear directions and the very rigid interface. > Deadline was the occasion to think about these design issues, build a more sexy & modern text-based adventure game, and find a way to give a second breath to this previously shining genre.
Thinking about the way to present information to the player was key to solving part of the problem. Here you actually have two pannel: one displaying the narrator’s voice with a description of the environment and situation you’re in ; and another one displaying the character’s emotions voices talking to you (Disco Elysium-style). Each item the player can use is underlined in the text, and a third pannel shows the currently available verbs the character can perform, pointing the player to the actions he/she can try in the current situation.
Development-wise, it wasn’t difficult to lay out the main code for the game, only reproducing the behaviour of a simple console with parsing and execution. Most of my time was spent of creating easy-to-use tools for dialogues integration (using .json files) and text animations using the TextMeshPro plugin. The narrative designers and artists were then free to integrate and tweak everything themselves.
Reflecting on this project, the tools were quite heavy to use and far from perfect, but being confronted to the challenge of integrating heavy text-based dialogues was proven to be very valuable for my next dialogue-based project, Mauvaises Herbes!
You can find the game on itch.io.

Social Game Jam (2023)
A 48 hour game jam, mixing professional video game developers and social workers, which goal is to create games and raise awareness about social issues.
- Preparation of a unique game jam hosted in Lyon
- Using video games to put social issues to the forefront
- Currently searching for logistical and financial partners
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The Social Game Jam is an event in preparation for mid-2023. It’s goal is to raise awareness about social issues, deepens the video game medium and industry by speaking about societal topics, and create a fertile gound for new commited creations.
The jam will host 4 to 8 teams of 5 or 6 people. The game’s target beeing a mainstream audience, participants will require to have a good technical level in creating games. To do so, multiple professional video game developers will be contacted and asked to form their own jam team of 3/4 people, which will guarantee each team’s balance.
In each developers team, a social worker will be added (student or professional), who will deliver the necessary knowledge and experience about the chosen topics.
Jams beeing the opportunity to meet other professional and a good way to put diversity in the spotlight, we will also add underrepresented individuals into each team. A few entries will then be specifically open to marginalized people.
The Social Game Jam will take place in 3 periods:
- First a meeting between developers and social workers, to exchange about their work and the topics they want to speak about
- Secondly a 48h producing period in which each team will work on its own prototype
- And finally, games will be exposed in the Theatre de l’Elysée in Lyon and open for everyone to play them
I have currently received support by the Lyon organizations Le Coeur et la Main (social project incubator), Lyon Game Dev and Indie Game Lyon, and am still searching for a few more partners. Stay tuned!
Skywind (2020)
The Morrowind experience updated into Skyrim. Explore the Palansour Cave, discover the dark destiny of the Prelude Shipwreck and confront the dead ones in Sadryon Ancestral Tomb!
- Entire re-design of 3 Morrowind dungeons
- Navmesh, Pathfinding and Optimization
- Made with the Skyrim Creation Kit
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Skywind is an international collaborative mod project for The Elder Scrolls V: Skyrim. It’s an adaptation of Morrowind, the previous game of The Elder Scrolls series, right into the Skyrim engine, the Creation Engine. I’ve worked in this project for a few months as a Level Designer and built dungeons with the Skyrim Creation Kit, the modding tool given by Bethesda.
Even if the dungeons are based on Morrowind’s, the team gives freedom to level designers to adapt and follow or not the original level, as long as the spirit and loot of the original design is kept.
My work has been divided into multiple tasks : designing, building and cluttering dungeons into the Creation Kit, navmeshing, pathfinding, optimization with occlusion planes and finalizations of previously built dungeons. Among other things, I created three dungeons based on different environments : a cave, a shipwreck and a tomb.
Extended Play (2020)
A video games essay and analysis channel, about small and mid-sized video games that haven’t really had the full attention they deserved.
- Analysis of 2 video games’ design and historical context
- Publication of two 20 minute-length videos
- Voice recording and video editing
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Extended Play is a video game analysis youtube channel I created during the pandemic, in 2020. The target audiences are regular and passionate PC players.
I’ve published the first video on November 2020, in which I speak about the multiple influences of the enigmatic Superbrothers : Sword & Sworcery, and try to give him some meaning. You will hear about music, bipede bear and Jonathan Blow’s game design philosophy.
The second video, published in May 2021, is about Sunless Skies and its gameplay, alternating between a textual adventure game and a real-time 2D exploration game. Through Failbetter Games’s history, the game’s developer, I explore the way it led to this singular gameplay and the resulting experience.