Charles Roger-Boutbien

Game Designer

Level & Game Designer with experience across mobile live-ops, system design and level crafting. Comfortable with GDD writing, prototyping and working in production pipelines at studios.

Currently at Homa Games · Shipping 30 levels every 2 weeks on All in Hole.

Based
Paris, France
Charles Roger-Boutbien
Work-Study · Homa Games
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Skills

4 categories
Game Design
Game Concept System Design Level Design Combat Design Enemy Design Balancing GDD Writing F2P Economy Live Ops Prototyping UX / UI Game Loop Technical Game Design
Software
Unity Unreal Figma Miro Jira Confluence Notion Perforce Git Google Sheets Suite Adobe Claude AI
Workflow
Agile / Scrum Sprint planning Playtesting Live balancing
Soft Skills
Teamwork Communication Rigor Autonomy Curiosity Adaptability

Work experience

4 roles
Feb 2026 · Present
Homa Games
Paris, France
Level & Game Designer
All in Hole · End of Content Team
  • Ship 30 levels every 2 weeks for live content updates
  • Prototype new mechanics and features for team proposals
  • Integration and use of new systems including ECS
  • Live balancing on shipped levels based on player data
Level DesignGame Design PrototypingECS Live OpsBalancing
02/2025 · 04/2025
Pletory
Paris, France
Game Designer
Hirozz · Tamagotchi-Fighting Game
  • Lead Game Designer, full game design from scratch
  • Prototyping, UI/menu code, UX and ergonomics
TTGP · Mobile Game
  • UX/UI & Level Design consultant
  • Validated and reworked decisions within budget and production constraints
Game Design LeadUI / UX Level DesignPrototypingMobile
07/2025 · 09/2025
Azer-T
Remote
Game Designer
Thorium Empire · RPG (Ongoing)
  • Full GDD writing from scratch
  • Balancing system design for Mercenary, Gear and Vehicles
  • Gameplay loop rework and core flow redesign
GDDSystem Design BalancingGame Loop
01/2024 · 08/2024
Gameloft
Paris, France
Junior Game Designer
Cute Invasion · Mobile Action Game
  • Enemy design with unique abilities and behaviours
  • Basic and unique weapon design for gameplay variety
  • Full level design for the first biome of the game
Combat DesignLevel Design Enemy DesignMobile

Selected projects

4 of 14
01
The Light That Binds Us
School · Team · Unreal · 8 months
System design, AI design, camera planning, UX wireframes, 3C prototyping and QA on a narrative puzzle-adventure game.
System DesignLevel Design
02
Skybound Heresy
School · Team · Unreal · 5 weeks
Level design of navigation zones and the largest island. Combat design under a 5-week sprint.
CombatLevel Design
03
Plug It
School · Team · Unreal · 2 months
Core game design, level design, 3C technical work and VFX on a cable-constraint puzzle-platformer.
3C DesignLevel Design
04
LandSliders
School · Team · Unity · F2P
Full UI design and integration, card and quest design, VFX and SFX on a solo puzzle card game.
F2PUI Design

Education

2022 to present
09/2022 · Present
ISART Digital
Paris, France
Master's Degree, Game Design
  • 7 projects shipped across digital and tabletop formats
  • Lead and contributor designer from GDD to playtested prototype
  • Specialisation in level design, system design and player experience
2018 · 2021
High School
France
Baccalauréat Général
  • Specialisation in Mathematics

Languages & interests

Languages
French
Native
English
Fluent
Interests
Sports History Art Cinema Music Animation Guitar Board Games
End of CV · References on request · 1 of 1 ·