Timothé Garenaux

I'm a,

« I am not afraid of technical difficulties, my double skills allow me to be confortable with algorithmic challenges. »

+4 YEARS

of professional experiences
I'm Level Designer and I was Intern Gameplay Programmer.

2 GAMES AAA

Shipped!
Star Wars Outlaws / XDefiant + Road 96 (Double I).

3 GAMES

created by myself.
Cube, Orphelinat and Rocket Sound published on the playstore.

PROFESSIONAL PROJECTS

Star Wars Outlaws™

Level Designer at Ubisoft Annecy

(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).

XDefiant

Junior Level Designer at Ubisoft Annecy

(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).

Road 96

Intern Level Designer at DigixArt Studio

(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.

The Dungeon of Naheulbeuk: The Amulet of Chaos

Intern Gameplay Programmer at Artefacts Studio

(april 2020 – sept. 2020 : + 6 months)

– Programming new gameplay features (states, skills, UI, …).
– Evolve the AI debugging tools.
– Debugging.

Tools Used : Unity, Mantis, SVN.

PERSONAL PROJECTS

Cube

(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!

Orphelinat

(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…

Rocket Sound

(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…

LEVELS DESIGN

[New!] - FPS

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).

Read More »

MAIN TOOLS USED

Snowdrop Engine

Ubisoft Game Engine
I use this engine, which is a mix of Unreal Engine & Unity, on the Star Wars Outlaws & XDefiant projects.

Visual Scripting

A way of scripting events
I used Snowdrop (a Ubisoft Engine) and Unity visual scripting.

Unity

Game Engine
I have been using it daily for more than 3 years to design my projects.

Photoshop

Graphic Design
It is a software for retouching, processing and drawing. I have been using it for more than 5 years.

RECOMMENDATIONS

Romain Dauger
Romain DaugerLead 3D Artist @EA Motive
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I am pleased to recommend Timothé, with whom I had the pleasure of working for three years.
He is an exceptionally skilled level designer with a deep knowledge of games and a strong grasp of game theory in general.

What I really loved when working with Timothé, was his genuine respect for the work and input of artists, ensuring that his levels shine in both gameplay and visual appeal.

Working with him is a breeze; he is not only fast and efficient but also highly collaborative. He welcomes feedback with an open mind, always. And he provides valuable insights in return.

Above all, Timothé is a kind individual who truly cares about his work. I would jump at any opportunity to collaborate with him again.


October 17, 2024, Romain worked with Timothé on the same team.

Alexandru Bogdan Ilie
Alexandru Bogdan IlieSenior Level Designer @Ubisoft Annecy
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I had the pleasure of working closely with Timothe on the same mission, as well as on separate ones, all within the same department and project Star Wars Outlaws. One thing I noticed pretty fast is that Timothe has a deep understanding of what makes a game fun and memorable, all combined with the drive to learn and passion for delivering the best content possible. He consistently pushes the design to make sure it has a memorable impact on the player experience.

Timothe is "design process organized" meaning that he's always seeking feedback and is quick to organize ad-hoc playtests to ensure that players understand and enjoy the content and help him improve as well. He’s also not afraid to challenge potential solutions in a thoughtful way, which shows how prepared and dedicated he is.

On top of that, Timothe is a humble and approachable colleague. He’s always up for a good catch-up conversation, whether it's work-related or about hiking trails or a cool travel spot nearby. Timothe is not just a skilled designer but also a great team player and collaborator, making him a fantastic colleague to have on any project.

October 16, 2024, Alexandru worked with Timothé on the same team.

Tim Spaninks
Tim SpaninksSenior Level Designer @Embark Studios
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I had the pleasure of working with Timothé on Star Wars Outlaws. Timothé is incredibly driven and proactive. Even as a junior he was already taking full ownership of his mandate and following up with other departments to get the most out of his content.

He's always looking for feedback, actively learning and continuously shares his learnings and tips with the team.

I hope we'll be able to work together again some day.


June 17, 2024, Tim worked with Timothé on the same team.

William Josephy
William JosephySenior Level Designer @Epic Games
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I had the pleasure to lead Timothe on two separate projects.

He managed to quickly onboard and build great content for multiple types of games even though they required quite different level design skills. He was very proactive in gathering playtest feedback and using it to improve his work.

I expect to see great things from Timothe in future and would highly recommend him.


January 5, 2024, William managed Timothé directly.

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