Building robust gameplay systems, visual scripting, and engine logic.
I implement core gameplay systems, visual scripting logic, AI behavior trees, and engine-level architectures for AAA titles. I specialize in acting as a bridge between design teams, world building teams, and programmers—ensuring that creative gameplay solutions respect technical constraints and proactively evaluating technical risks.
My Craft & Philosophy
I am a Technical Game Designer based in Paris. For over 6 years, I have collaborated with programmers, level designers, animators, and tool developers to implement robust gameplay systems and solve complex engine pipeline problems. I specialize in acting as a bridge between design teams, world building teams, and programmers—making sure creative solutions respect technical constraints and proactively evaluating technical risks.
I specialize in gameplay logic design: building modular, reusable visual script architectures and scripting complex AI behaviors. By writing clean editor extensions and robust logical frameworks, I empower the design team to build experiences efficiently and safely within proprietary engines.
Shipped Projects
Shipped
Battlefield 6 Encounter Designer
Scripted complex AI behaviors, Frostbite node logic flow, and mission scripting for the single-player campaign.
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Shipped
Star Wars Outlaws Technical Game Designer // AI Designer
Implemented stealth mechanics, AI behaviors, and modular Snowdrop visual scripting logic nodes.
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Shipped
XDefiant Technical Game Designer
Led the scripting and implementation of playable faction abilities, utility gadgets, and live multiplayer mode frameworks.
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Iron Horse Raid Technical Level Designer
Programmed cooperative puzzle logic, raid state machines, and synchronized network scripting logic for 8-player endgame cooperative content.
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Warlords of NY Technical Level Designer
Optimized scripting logic compilation, built visual scripting templates, and bridged gameplay design constraints with engine code compilers.
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The Division 2 Junior Technical Level Designer
Maintained core visual scripting graphs, optimized gameplay triggers, and resolved complex logic bugs for live service operations.
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Encounter Designer
DICE / EA — Battlefield 6
Scripted tactical AI behaviors and designed combat encounter arenas, specializing in the Night Raid campaign mission beats.
Technical Game Designer // AI Designer
Massive / Ubisoft — SW Outlaws
Authored stealth gameplay behaviors and dynamic AI faction responses. Built reusable Snowdrop scripting nodes for mission design team.
Technical Game Designer
Ubisoft SF — XDefiant
Implemented playable class abilities, ultimates, and utility gadgets. Collaborated with VFX/Audio for feedback readability.
Junior Technical Level Designer
Massive / Ubisoft — Division 2
Maintained mission script graphs for live operations and Operation Iron Horse 8-player cooperative raid encounters.
Bachelor's in Game Design
Bellecour École — Lyon, France
Specialized in technical level design, visual scripting architectures, gameplay implementation, and encounter pacing.
My Technical Expertise
AI Scripting
AI behavior logic (Python/Lua), archetype behaviors, squad tactics, alert states
Encounter Design
Combat pacing, spacing setups, cover lines, difficulty calibration
Technical Design
Logic scripts (Python, C#, Lua), visual node architectures, editor tools, systems flow
Level Design
Geometry blockouts, mission gates, pacing beats, player progression
Frostbite / Blueprint
Frostbite schematics, Unreal Blueprints, visual graph node logics, systems integration
Unreal / Snowdrop
Multi-engine production cycles, proprietary toolset optimization
Core Specializations
Encounter Design
Choreographing combat pacing, sizing open cover fields, setting spawn points, and defining pressure curves.
15 ProjectsAI Scripting
Developing custom AI archetype behaviors, patrolling sequences, stealth alerts, and fireteam co-ordination routines.
12 ProjectsTechnical Design
Creating Blueprint structures, building customized editor tools, node visual-graphs, and scripting mission flows.
10 ProjectsCooperative & Raids
Scripting puzzle gates, synchronization markers, boss battle patterns, and phase checking for end-game raid gameplay.
8 Projects