- More than 14 years of experience in the game industry focused on Game Design and writing. Seasoned at merging gameplay and story to craft innovative, engaging and meaningful experiences.
- Worked on three AAA titles :
“Beyond : Two Souls” on PS3 - Released in October 2013
Staring Ellen Page and Willem Dafoe
Over 1 million copies sold to date
“Heavy Rain” on PS3 – Released in February 2010 / Move version released in July 2010
87 on metacritic.com - over 3 million copies sold
Game of the Year IGN
Game of the Year GameSpy
BAFTA award (British Academy of Film and Television Arts) : Best Story
DICE award (Academy of Interactive Arts and Sciences) : Best Story
“Indigo Prophecy / Fahrenheit” on PC / XBOX / PS2 – Released in September 2005
84 on metacritic.com
Best 2005 adventure game from IGN
Work History
Principal Designer
Sony Computer Entertainment Europe
May 2014 - Present
Lead Game Design on Beyond - Two Souls
Quantic Dream
August 2010 - March 2014
- Worked closely with David Cage on story and wrote several scenes
- Designed, prototyped with programmers and fine tuned game mechanics :
. Improved Heavy Rain basics : smoother navigation, intuitive interaction system, new UI and more direct control
. Fast paced action sequences : combat, stealth, cover to cover, horse riding, driving
. The “Entity” controls: a first person flying ghost with powers
. Duo mode (hot seat) and Touch mode (Beyond can be played with a touch device on PS3)
- Managed Gameplay Department (team of 6) in charge of navigation, action sequences, level design and pacing
- Strongly contributed to shape the experience: guidelines, GD/LD redrafts, reviews
- Supervised User Tests : moderation, analysis and action plan
- Attended Performance Capture shootings as gameplay advisor
Lead Gameplay on Heavy Rain / Heavy Rain Move
Quantic Dream
January 2007 - July 2010
- In charge of game mechanics, pacing and difficulty
- Created and managed the Gameplay Department (team of 3)
- Managed gameplay programmers on prototyping and tuning
- Ensured the game was compliant with GD intentions: reviews, redrafts and feedback to sets, game building and camera teams
- Organized internal User Tests and worked closely with Sony User Researcher team
- Fully in charge of the Move version : Game design, prototyping, tool design, User Testing
- Designed gameplay integration tools and game building tools
- Attended Body Mocap shootings as gameplay advisor
Game Designer on Heavy Rain
Quantic Dream
September 2005 - December 2006
- Worked on Heavy Rain Game Design and story
Lead Game Builder
Quantic Dream
May 2005 - June 2006
- Replaced the Lead Game Builder who was on maternity leave for a year.
- Finished Fahrenheit production assuming this role and prepared Heavy Rain production :
. prototyping
. redesigning Game Building in-house tools
. designing the "Derusher", a data break down tool from Game Design Document for graphics and sound departments.
Game Builder on Fahrenheit / Indigo Prophecy
Quantic Dream
April 2003 - April 2005
- Sripted 40% of the levels.
- In charge of the mental health system design and follow up