User Experience
We make games for players.
It's always with this optic that I design game experiences.
If a feature doesn't add to a player's experience, I am not afraid to reconsider it.
Prototyping
Sometimes, to test a design, it is necessary to try it ourselves, in order to gain time and understand its potential.
I can prototype on paper, or in-engine for low-coding skill games.
3Cs
Identifying and using 3Cs can be simple, or bring renewal to a gaming experience.
I try to always stay open and curious on ways to convey a gameplay through these tools.
Benchmarking
With so many games being made all around the world, it's important to stay up to new and old design possibilities.
Which is why I play and watch people play games to get inspired.
Presentation
Communication is at the heart of every game development.
To make sure to transmit design decisions efficiently, nothing equals a good Powerpoint during a good meeting.
Overall Positivity
A design can change a lot during development. Being psychologically positive is a force when working in a team.
I always try my best to maintain a good work environment