
Level Design – Arena HQ
Example of an arena map for a fast-paced shooter. The arena features a central zone represented by a point of visual interest. As well as two point capture zones (A and B).
I'm a,
(febuary 2023 – currently : +2 year, 3 months)
– Worked on the game finale Main Quest (including all of it’s Space content) + DLC1.
– Created blockout levels closely following technical and visual constraints.
– Responsible of the quest logic and visual scripting.
– Scripting to improve Level Design Ingredients.
• Tools Used : Snowdrop, Jira, Perforce (P4V).
(january 2022 – febuary 2023 : + 1 years, 2 months)
– Owner of a multiplayer map.
– Wrote production guidelines related to bot usage and FPS map building.
– Assigned on debugging multiple maps and polishing pass on collisions.
• Tools Used : Snowdrop, Jira, Perforce (P4V).
(march 2020 – sept. 2020 : + 7 months)
– +30 Maps reworked.
– Creation of the logic of maps in visual scripting.
– Creation of Layout and Blockout for new maps.
– Creation and gameplay improvement of mini-games.
– Map Debugging.
• Tools Used : Unity, Flow Canvas, Plastic.
(Started on 03/2021)
Cube is an isometric narrative labyrinth in a small space with a dark but relaxing atmosphere. The player will have to reach the light to discover the mysteries behind these walls…
I have created my own map creator tool, to learn more just click below!
(Started on 04/2021 and finished on 05/2021)
It’s a horror game in which you play as Adam, a post-war orphan who spent his childhood in a French Catholic orphanage in the 1950s. Now in his forties, he has completely forgotten this part of his life.
But an event will revive his deeply buried memories…
(Started on 10/2018 and finished on 01/2019)
Rocket Sound is a mobile game, more precisely a space shooter. You embody a spaceship in an arena that must survive asteroid attacks by destroying them, without being destroyed.
The concept behind Rocket Sound is to introduce players to new musical styles and little known artists while playing…
Example of an arena map for a fast-paced shooter. The arena features a central zone represented by a point of visual interest. As well as two point capture zones (A and B).
Discover what the mountain hides under its rock. The inspiration of the Agartha, and its underworld…
A level design where discretion will be your best asset, get into a container shed and eliminate all armed people. Get out of there without getting killed.
The idea behind this level design was to use God Of War’s axe-throwing system and apply it in a level design during a boss fight…
October 17, 2024, Romain worked with Timothé on the same team.
October 16, 2024, Alexandru worked with Timothé on the same team.
June 17, 2024, Tim worked with Timothé on the same team.
January 5, 2024, William managed Timothé directly.