Hello ! I'm Charlie ! Nice to meet youGraduated from a Game Design master degree at CNAM ENJMIN (Angoulême, France) and currently working for The Game Bakers.I like to think of game design as a craft and love dabbling with tools to communicate a design as much as exchanging ideas. Although I currently specialize in narrative an level design, I have a specific interest for tactical RPG, deckbuilders and other system-based games.My past experiences include being a dancer and performer between France and Eastern Europe and being a cocktail bartender and cocktail bar manager in Paris and Menorca which made me aquire solid teamworking skills, a sense of enterprise culture and a taste for iterative creation.If you're interested in my profile, I would love to hear from you. Please get in touch !
Main projects
Cairn
2023 - 10 Months | Unity | Survival-Climbing game
Team of 20 | Level Designer
Ovum
2023- 4 months | Unity | level and narrative designer, writer | team of 6
Cryptid Time
2023 - 4 months | Unity | narrative and puzzle designer, writer | team of 6
Prison'île
open world
2023 - 1 week | Unreal Engine 5 | Level designer
team of 4
Personal Game Projects
Personal projects
Pitch
Shokh is a time-attack parkour game in which the player can dash and jump through gigantic brutalist levels at very fast pace with breakcore music blasting in their ears !To beat the timer, they will have to build momentum by using the environment and switch between two dimensions, or "layers", influencing the level design and their own moveset.
Plot
Once, all were nomads,
endlessly running from the Swarm
Then they built cities on giant beasts
Endlessly running for themThey settled on their back, and forgot
And then, the cities became too heavy
Some could only stay and died
Others chose to run
шak (Pronounced "Shok", "Fracture" in the game's constructed language) is a fast-paced Time-Attack parkour game in which you rush through 2-layered levels as fast as possible, exploiting your momentum.

The game is in development
Demo available early 2024
Two Layers
One of the game's KSPs is the character's ability to switch between two versions of a level (we call them "layers")Every layer has specific physical properties and grants unique abilities to the character, modifying their moveset, giving the player the opportunity to find creative solutions to parkour problems.

Prototype of the Layerswitch

Greyblocking with debug text
Parkour Controller
The controller was designed with in mind the intention of offering freedom and an organic feeling of power.It's snappy and responsive and is supposed never to let the player down : it has an answer to everything the game throws at them :You've got a gap in front of you ? Dash through it.
you're falling down a wall ? Switch layer and glide on it.
Gain momentum and keep it.It has a physique of its own and features a variety of classic parkour-game moves with a few twists, the major one being that some abilities change with the layer the character is in, leading the player to constantly juggle between layers to build their favorite path.
Level Design
The intention of the team has been to create a variety of parkour challenges that offer a lot of replayability and decision space.With a powerful character controller, designed gigantic environments, giving the player the impression of being little in the middle of the huge.Levels are designed to be tried and failed a lot, putting a focus on the planification > execution > retry pattern. Discovering the optimal path to make the best time is only the beginning.

Greyblocks of our first iterations

Cryptid Time
2D dreamy narrative point'n click
Pitch
Follow Tiên on her adventure through the forest
Out to meet her dear cryptid friends and say goodbye
Before finally moving out of her home-nest
They'll stir her old memories and play games on the fly
Cryptid time is a 2D point'n click narrative experience on tablet and PC, available on Itch.io and Android Playstor
Walkthrough complet du jeu (10 minutes)
Cryptid time is a 2D point'n click narrative experience on tablet and PC, available on Itch.io and Android Playstor
Responsibilities
Game Design
Early on, I defined some key mechanics along with the team and drew a benchmark. I then worked with the programmer to get the stealth feature and a simulated alternative controller implemented so I could start iterating on blockouts with Unity Probuilder.
Responsibilities
Writing in verse
As we took the direction of point'n click toy, we went for the form of a book. To push this proposition further, we decided to write the text in verses as it was giving both a fun twist to classical dialogues and allowed for more subtext.
Also it sounds very pretty
Responsibilities
Puzzle Design
The game was based on toy-like puzzles. We wanted them to feel juicy, satisfying and fun but not too hard. I started to think of very affordant interactions, collaborating with the game artist to make every interactable elements very obvious with a radical color palette.
Then I based every level on a specifically fun-to-manipulate item like wrapping paper or, as in the illustration below, a mixing table.
I started by prototyping every level on paper and cardboards, creating the toys IRL and seeing how players were interacting with them while communicating as precisely as possible with the programmer through schematics.

Cairn
3rd person Survival-Climber
Coming Soon