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Beyond Good & Evil 2 - 2020 to 2021

As Technical Level Designer

 

Context: Working at Ubisoft Paris

Tasks: Level design aspect of Planet creation, details under NDAs

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Watch Dogs Legion - 2018 to 2020

As Technical Level Designer jr

 

Context: Working at Ubisoft Paris

Tasks:

1. In charge of the tool to instantiate AIs:
- gathering LD needs
- Mockups
- Tech documentation and communication

2. Created an automated data error detection tool in houdini
- used by directors and level designers
- detected thousands of errors
- semi automated task creation process based on the results

3. Level layout validation pass
- performance tracking
- enforcing metrics

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WDL
NAWA, The sands blossom - 2016

As Technical Level Designer

 

Context: final studies' project

Tasks:

  • Initial Conception

  • Prototype

  • Setup versionning

  • Team management

  • Programming of the main features

  • Establishment of the metrics

  • 3C(Camera, Character, Controls) iterations

  • Tools programming

  • Tools documentation

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nawa
The Girl and the Robot - 2016

As Level Designer, Boss Design aid

 

Context: Intership at Flying Carpets Games

Tasks:

  • Level Design

  • Boss Design aid

  • Presentation of the game at public events

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deepblue
Freeze - 2017

As Level Designer and Game Designer

 

Context: personal project

Tasks:

  • initial Design

  • initial prototype

  • level design paper concept and proof of concept

  • metrics establishement

  • level design iteration

Deep Blue - 2015

As Technical Game Designer

Context: Second year of studies' project

Tasks:

  • Proof of concept prototype on Gamemaker

  • Rework in Unity

  • Design and follow up on main features

  • Presentation of the game at events

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Omen - 2016

As Technical Game Designer

Context: 48h GameJam

Tasks:

  • Conception

  • Planification

  • Setup versionning

  • Programming

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Burn It Or Lose It - 2016

As Technical Game Designer

 

Context: 48h GameJam

 Tasks:

  • Conception

  • Planification

  • Programming of the controls

  • Establishment of the metrics

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In the Woods - 2014 (cancelled)

As Technical Game Designer

Context: Internship at Grave Danger Games

​Tasks:

  • Design and prototype an AI Game feature.

  • Design a protoype of inventory and camera systems

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Killabamba - 2014

As Game Designer and Artist

Context: First year of studies' project

Tasks:

 

  • Conception

  • Prototype

  • Illustration

Owl's Eye - 2015

As Level Designer

Context: 48h GameJam

Task:

  • Conception

  • Game Design

  • Level Design

  • Presentation to the game jam audience

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Super chameleon Puzzle

As Game and Level Designer

Context: 48h GameJam, First game creation experience

Tasks:

  • Conception

  • Planning

  • Level design iteration

  • Presentation to the game jam audience

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killabaamb
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Don't Touch

As Technical Game Designer

Context: 48h GameJam

  • Conception

  • Programming

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© 2021 by Hugo Valéry.

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