Game Developer & Game Designer

Hello and welcome! I’m Félix, a french octopus designer, freelance gamedev, jam lover and music player.

By day, I work as a developer & level designer with indie studio La Belle Games and VR/XR studio Sirène Rouge Games ; and by night I search the internet for tiny, forgotten, discreet or unfinished but creative indie games that I share on my blog, A Piece of Heart.

I’m also a member of the french collective Sous Les Néons which experiments new ways to experience video games through installations and performances. It gave especially birth to Playformances, a wonderful mix of theatre and live video game play!

Here you can discover the various projects I worked on, and follow the upcoming ones on my social medias =)

       

Other

Jams

Unannounced VR game (2023-)

I work in this project since november 2023 mainly as a level designer (Unity, C#), collaborating with the game & narrative designer of the team to bring its stories to life. We make heavily use of Script Graphs to create and manage level design « missions » because of the flexibility it offers while being lighter to use than pure code scripting.
 
I also ended up developing tools to fluidify LD integration and a few gameplay mechanics.
 

Unannounced 2D adventure game (2023-)

Made in collaboration with a comic artist, this 2D top-down adventure game will deliver a 3 to 4 hours-based experience. We started by building a demo during early 2023, and entered full production in april 2024.

I am in charge of one part of the level design, in collaboration with another level designer. I usually step in after the paper design phase, making feedback, adapting and modifying the level design during integration (always in discussion with the team).

I am also in charge of the whole development of the project (Unity, C#). Dialogues being an important part of the game, we decided to use the famous Yarn Spinner tool for dialogue integration.

Unannounced 2D platformer (2023)

This 2D platformer is inspired by the work of a famous 1960-70s director that focused his narrative on the story of multiple characters placed in burlesque situations. In this project, the goal was to create a connection between the player and the various characters encountered in the levels, by creating the same kind of burlesque situations.
 
I joined the project half-way as a game, level designer and developer for 6 months (Unity, C#). It has unfortunately been put in standby since.
 
The team being small (5 people), we worked in 2 months-cycles, developing 1 level by cycle (from narrative, game & level design to development and art & music integration).
 
During my 6 months in this project, we made 3 levels (~40mn gameplay in total), each one with very different environment and mechanics (puzzle & physics-based).
Mimicking the director approach, characters don’t talk in the game so all the meaning has to come through animations and gameplay mechanics. The narrative designer and I worked closely together to create meaningful but engaging mechanics, using gameplay as the prime way to communicate narrative.

Playformances (2023-2024)

Playformances are short theatrical forms of spectacle, played and written with a video game. Usually lasting about 30 minutes, they can have very eclectic forms depending on the game, the themes and the playformer, from something very theatrical to a pure performance.
 
Initially created by producer and curator Simon Bachelier in the 2010th, they have been further developed by the french collective Sous Les Néons starting in 2021. New Playformances are regularly played in Théâtre de l’Elysée (Lyon), during Soirées Playformances in which developers, content creators and actors take the mic, the controller and start to tell a story.
 
I’ve myself written multiple playformances during 2023 and 2024 and played them in Lyon (Subsistances, Théâtre de l’Elysée), Lille, Privas, Sommières and Villard-Bonnot :
  • Playformance Zelda Ocarina of Time : through an unusual use of the game camera (out of bounds), I speak about emancipation, breaking out of the system and remembering the moment I started discovering the world by myself.
  • Playformance Pico-8 : using the small game engine, I try to show the powerful expressiveness capacity of programming by creating a micro-universe filled with fantasical particles with the audience, recreating a custom big-bang while speaking about L’apprenti Sorcier (Paul Dukas) and the intemporal laws of physics. Check the code of the simulation here!
  • Playformance Crypt of the Necrodancer : this one is short and essentially performance-based. I connect a MIDI keyboard to the game’s input and play a very difficult custom level. Hopefully, a safe way to get out of it is by playing the first prelude of Bach’s Well-Tempered Clavier.
  • Playformance The Return of the Obra Dinn : while speaking about what games, physics and music can tell us about time, I try to create movement in the static 3D flashback scenes by mixing camera manipulations and Steve Reich music pieces.

Being essentially live shows, they have not been recorded so you’ll have no choice but come to see them by yourself !

Social Game Jams (2023-2025)

Watch the interviews & game presentations here !

Social Game Jam #1 took place in 2023 at the Théatre de l’Elysée (Lyon), and was created with the idea of mixing social workers and game creators, to collaborate and prototype games about social issues.

Social themes and stakes are often hidden from our everyday lives. Precariousness and social workers are largely underrepresented and their difficulties rarely highlighted, further expanding the need to include social issues in cultural creations.

Multiple game jams have already shown their efficiency in bringing different worlds together and create engaging games in a very short time (Urbanjam, Mediajam, …) and being a jammer myself, I decided to create this event with the help of Le Coeur et la Main, a local social organization I was already part of.

In total, 3 games have been created by 6 social workers and 14 game creators in 48 hours (available here) :

  • Au Srouc!, in which you play as a social worker helping precarious students and trying to manage the time to help everyone
  • Vulnérable, a card and management game about social and health vulnerability
  • Projets d’avenir, in which you follow the integration process of 2 migrants in France.

I coordinated the project from start to finish, budgeting the project, contacting different parteners, recruiting creators, communicating before and after, monitoring the event and diffusing games afterwards with streamers.

Social Game Jam #2 took place in 2024 at the Subsistances (Lyon), and was themed on alimentation. It was made on collaboration with the Caisse Commune d’Alimentation (Montpellier), and the resulting games (available here) where exposed during 3 weeks at the video game exhibition Sauve qui peut la vie #2.

Mauvaises Herbes (2021 - 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
  • Prototyped the main mechanics
  • Development in C# with Unity

 

Mauvaises Herbes is a graphic adventure game in development, about ecology and anarchism. The team was made up of 2 artists, 1 writer/narrative designer, 1 sound designer/composer, and myselft as game designer & developer. We worked on the project during 2021 & 2022, we cancelled it in early 2023 due to a lack of time to allocate for the project.

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 a pre-production in June, 2022.

As a developer, a lot of time was spent designing the code architecture. At that time, I learned to use Class Diagrams (images available below – watching it a few years later is a quite hard but please be indulgent ! This was a necessary step in my understanding of game development =) ) 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’ve been constantly challenged in multiple ways. We were taking advantage of the Yarn Spinner Tool to integrate dialogues smoothly. This was also one of the first projects in which I had to think about code architecture to support a full development.

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 Developer 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. 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.

Cub3D (2022)

This project is inspired by the world-famous Wolfenstein 3D game. 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
 

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, 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.

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 integration
  • Made with the Skyrim Creation Kit
 

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 #2 (2020)

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.

  • God, this one is also old
  • Disclamer (2024 – Félix speaking) : I may not agree to everything I said at that time, but I think most of it is still relevant, especially about the game’s history.
 

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.

Extended Play #1 (2020)

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.

  • God, this is old
  • Disclamer (2024 – Félix speaking) : I may not agree to everything I said at that time, but I think most of it is still relevant, especially about the unique way this fantastic game has come to life.
 

In this first video, I speak about the multiple influences of the enigmatic Superbrothers : Sword & Sworcery EP and try to reason about its design, philosophy and development context. You will hear about music, bipede bear and Jonathan Blow’s game design philosophy.

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
 

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.

Pixeltroïd (2020)

  • 2D Action game
  • Focus on a juicy game feel (C#, Unity)
  • Also pixel art & animations

Métamorphase (2019)

  • 3D mobile puzzle Proof of Concept
  • Base on a music piece (Piano Phase, Steve Reich)
  • C#, Unity

Braises (2019)

  • 2D Management game
  • Student project (game design)
  • Rational level design

Vignette I (2018)

  • 3D Interactive experience
  • Experimental (static scene, each element symbolizes something & there is only one thing to do : falling)
  • Made with Unity

The Game is a Lie (2018)

  • 3D Exploration game concept
  • Made for the ENJMIN game design entry test
  • Inspired by the Boundary Breaks practice in video games

Chess Summoner (2024)

  • Strategy & card game
  • Original prototype made in 48h for Ludum Dare #55 (theme: Summoning)
  • Development in C# (Unity)

Link: itch.io

Se Revenir (2023)

  • Puzzle Point & Click
  • Made in 48h for the Arte Game Jam (theme: Mirror)
  • Development in C# (Unity)

Link: itch.io

Radial Arena (2022)

  • Action arcade game
  • Made in 3h for the Trijam #50
  • C# (Unity)

Lien: itch.io

> 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
  • Play on itch.io

 

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 appealing & 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, yes we used it as a reference like 80% of narrative-based games in 2022, but eh you can’t do like it doesn’t exists). 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 too heavy to use and manipulate, for both the narrative designers and myself, but being confronted to the challenge of developing a heavy text-based game was proven to be very valuable to understand the dos and don’t of dialogue integration.

Clostridioides Difficile (2022)

  • 2D Bullet Hell
  • Made in 48h for the Scientific Game Jam #4
  • UI & level design integration (Unity)

Lien: itch.io

Dopoguerra (2021)

  • 2D Platform game
  • Made in 48h for the Scientific Game Jam #3
  • Original pitch & producing

Lien: itch.io

Dites, je cherche un monstre, il est à peu près grand comme ça (2021)

  • Tabletop game
  • Made in 1 week for the Do it your game! Jam
  • Design of an asymetric tabletop cooperation & chasing game

Alonen't (2020)

  • 2D Care game
  • Made in 48h for the Stay Safe! Jam 2020
  • Design of behaviour tress for IAs & producing

Link: itch.io

Teddybear's Playtime (2019)

  • Puzzle Point & Click
  • Made in 48h for the GMTK Jam 2019
  • Pitch, puzzle design & producing

Link: itch.io

Still Life (2018)

  • Narrative Point & Click
  • Made in 48h for the Unijam 2018
  • Audiovisual-focused experience

Link: itch.io

Hot & Cool (2018)

  • 2D Visual Novel
  • Made in 48h for the NEW Jam
  • Composition of 3 musics

Link: itch.io

Hit the Green! (2018)

  • First Person Golfer
  • Made in 72h for the Ludum Dare #41
  • Level Design & Music composition

Link: itch.io