My story

From Paris,
designing games that matter.

I've always been drawn to games, not just as a player but as someone who needs to understand why they work. What makes a mechanic satisfying. Why a level guides you without you noticing. That obsession led me to ISART Digital in 2022, where I've been building that understanding ever since.

Along the way I've worked across very different contexts: Junior Game Designer at Gameloft, designing enemies and levels for a mobile action game. Lead Game Designer at Pletory, building a creature-raising fighter from scratch. A GDD and balancing systems for an RPG at Azer-T. And now in work-study at Homa Games, shipping live content every two weeks on a game played by millions.

Each context taught me something different about what good design actually means in practice, not in theory. I work best when I can go deep on a problem, prototype fast, and push ideas until they're either proven or killed. Team-driven, curious, hard to stop once started.

How I work
Feel before function

Every design decision starts with how it feels to play, not how it works on paper. If it doesn't feel right, the spec doesn't matter.

Prototype, don't theorise

The fastest way to know if something works is to build it rough and play it. I'd rather have a broken prototype than a perfect document.

Cross-discipline by default

I've always worked closely with programmers and artists. Good design happens in that overlap, not in isolation from it.

Own the problem

I go deep, document clearly, and don't wait to be told what to look at next. Autonomous without being disconnected.

Beyond games

What feeds the work.

๐ŸŽฎ
Counter-Strike
Competitive, tactical, endless
๐Ÿฅพ
Hiking
Trails, summits & open air
๐Ÿš—
Cars
Engineering meets design
๐Ÿ“ท
Photography
Framing, light & composition
๐Ÿƒ
Running
Rhythm, distance & focus