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Text to speech flow
Minecraft legend supports English TTS on its golden path and player to player communication, in accordance to Microsoft accessibility requirements.
I broke down sections on the game with similar screen structure and provided guideline on how best to narrate the screens for sight or reading impaired users. I researched best practices and defined with the dev team on technical compromises with the least impact on the player. It was challenging to build this retroactively, and this gave me insight on how to think about accessibility early on.
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Snak
Minecraft Legends
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Lost legend UX feedback
Example of feedback shared with the game designers.
Blackbird Interactive
Lost legend UX documentation
Lost legend UX documentation
Front end UI/UX - Minecraft Legend
Role: UX Designer, Implementation, UI
I worked about 2 years on Minecraft Legends, to support accessibility, cross platform play compliance, and DLC.
My primary design and prototyping tool was Figma. After the low fidelity mocks were approved, I worked in tandem with our 2 UI artists to produce high fidelity. The dev team then proceeded to implement the logic and I'd join their branch later on to update the CSS/React and reach the final look in engine.
2021-2023
The kid - Illustration
2020
Freya et moi - Illustration
2020
Magical ride - Illustration
2020
Feature flow mapping - Party in my Dorm
UI flow prototyped with Adobe XD Combination of wireframe and mock ups, used to test the overall flow of the "Rate my Room!" feature before further detailing. 2020
Mobile Game UI - Kingdoms at War
Features never implemented as the project scaled down resources.
On the left, allow players to manage public chat channels: hide/show, order.
On the right, research to revamp player profile - internal and external - and allow for more personalization. I prototyped the navigation with proto.io.
Kingdom at War is an old mobile city builder/war game, text and interface heavy, created in 2009. There was multiple challenges to this project, such as a navigation different between the android and iOS projects, as well as a PC version at the time (support has been dropped since). The community is still very attached to the game, it was fun to design for them.
Mobile Game UI - Party in my Dorm
UI for PIMD: Profile, Competition system, Timer speed up screen
In above example, the profile screen had been designed by the previous UI/UX Designer working on PIMD, but only implemented on Android Studio. I decided to learn to use XCode to update the profile on iOS and then proceeded to iterate changes on iOS and Android versions.
The second screenshot is a feature I designed, Extracurricular (or XC). This feature is based off the Competition backend service used for another ATA Game. We decided to add it to PIMD as it was a great way to deliver objectives and train Game Designers to a unify data system.
The third screenshot (on the left) is a smaller feature allowing players to speed up timer items (boxes or pet) using speed up items. The optimal quantity to use for a given speed up appears whenever the player presses Use 1.
Party in my Dorm, 2017-2021
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Mobile Game UI - Wild Factions
Role: Concept art, UI art and marketing art. UI mocks for a city builder project at V11 Studio Games. I worked with the UX designer on the overall flow and tried various types of layout while following his mentorship. Done on photoshop. 2016
PC Game UI - Influenced
Play Influenced - Nanoreno 2020 gamejam, team of 3. Role: UI Artist Within the constraint of the viz novel engine (renpy), wireframed and designed interface for a dystopian fantasy instagram influencer visual novel. 2020
Sci-Fi themed UI exercise
Short exercise done on photoshop using provided character and background assets. 2017
Tofino - Illustration
2018
Mobile Game UI - Kitty Journey
Role: Art direction at V11 Studio Game. Environment concept arts, UI art and marketing art. I conceived all the layouts in photoshop, using wireframes provided by the UX designer. I made the icons in 3D, rendered them and painted over in photoshop to fit the interface. 2017
Concept for next gen scene
David Sellier and I wanted to do a 3D scene for next gen in the forest to perfect our knowledge of the 3D pipeline. I made this concept as a guideline of the mood we were looking for.
A. Very quick mood color sketch
B. Sketching and color bloking of the major assets according to the perspective grid.
Concept
Series of scenes for an ongoing environment project. 2016
Chocolate crafting building for FarmVille2
Building designed for My Gourmet Farm extention.
Technical requirements:
• Show the crafting process
• Include space/accessories for crafting animation
• 3 cooking stations with 4 stages each (locked, cooking
station available, cooking in progress, ready for harvest)
- Footprint as little as possible
- Materials and look consistent with FV2 art style yet forming a new coherent design specific to My Gourmet Farm
Winery for FarmVille2
Produce your own wine, reconnect with the traditional craft in My Gourmet Farm.
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Illustration
2016
Little Log Workshop for FarmVille2
Thanksgiving themed decoration, asset released in november 2015
• Step 1: References collection.
• Step 2: Preliminary sketches.
• Step 3: Clean line of the chosen design.
• Step 4: Color blocking.
• Step 5: Detailing.
• Step 6: Building stages.
• Step 7: Icons, export and submission.
Bankrupt - Illustration
Research of mood and lighting, experimentation of sharper render style. 2015
Art project: fabric postcards
The XX th century saw the birth and the death of the Vosgien Textile Industry. Today there are only empty spaces in the territory left. Like wounds in the Vosges' history. I chose to show only a kind of sweetness. The transience of those factories' existence which lasted less than a century. Melancholy remembrance of a bygone era – time of full employment, union struggle, growth, hope of better tomorrows. Memories are of course polished by time; « It was nice... But hard too. It wasn't like now ». Here begins the resilience process. Sand and grass have replaced those industrial areas. The postcards serve as a relay to collective memory. Photographs pass from hand to hand, drawings appeal to remember. These are thin, clumsy, close to be swept by the pattern. But finally, it doesn't evoke the Vosges only, it evokes our parents', great parents' or great great parents' history, as a collective family album.
A series of 17 fabric postcards with testimonies written on the back. The fabrics are originated from the factory in which my grandfather worked his whole life. I have drawn the factories using as reference photo-cards of the north-east of France.
Read more about the project Carte Postales Grand Teint
2012
Traveling live sketches
I took the habit to sketch every time I take a transport in India. Bus, boat, train... I add the colors later on, with Photoshop. I hold a travelling blog to tell my adventures with text, sketches and photos. 2015
Color studies
While I have always been drawing, 2010 was roughly the year I seriously got into digital artworks. It really took a leap forward after I started the "sessions": daily photo studies focused mostly on the colours. I must have done about 600 in the span of 3 years. I spend 15 minutes on each, and color pick afterward to understand where my analyse went wrong. I consider vital to perpetually study from nature and from photos.
Two pages of the comic book
During the summer 2013, I drew a comic about energies. This work was a commissioned work from the House of Ecology in St Etienne (France). This is the 3rd book of the series.
I was given a text storyboard. The two males character design was already defined in the previous book.
I first scribled the storyboard on paper, then work the lineart on Gimp. I colored and added the texts on photoshop.
2013
Illustration
I am deeply inspired and moved by the temple culture in India; the old baths, the life around the staircases... I enjoyed playing with the perspective for this piece 2015
Enemy for Those Who Wander
After deciding on a general idea, I sketch a lot. Once a few drawings seem to really work, I do a more precise render that will guide me for the 3D modeling.
Mood concept for Those who wander
After the universe for TWW was put on paper, I made concept thumbnails, pushed some further into illustrations, using photo bashing to fast render the mood and feel of the game.
Gameview concept Those Who Wander
This concept use as base the white boxing of our very first build. Since the game is in top view, this concept was the occasion to think how to use that very specific perspective to convey the mood, think the overall colors of the game and the shapes of the props. This comes after a lot of individual black and white sketches of props, at last colored and unified into a concept that guides us in our vision of the game.
Character design and mood for Those Who Wander
Once the main character was sketched, I created a more detailed and developed environment that suits him and the game.
Animal planes
Experimentation around bird/insects/planes shapes, using a 3D base rendered in Keyshot and painted over with photoshop.
Salvation's Winter building researches
For an alternative universe on the island of Sakhalin, where the Russian and Japanese culture would have merged and then be devastated. The game was to be in top down view.
Shindra - comic and card game
Joomla website for a friend. I had to make a template from scratch, that would have a three column mode for most pages, and a single column with navigation for the comics part, the idea being to ease the reading as much as possible. Visit the website
The team!
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One upon a time, in a far away country was living a King... Volff I
Play the tale in 3D with 4 of your friends
Or as the werewolf king
Character concept art
The knights shall prevent the wolf from killing more
Embody one of the four knights
But the the wolf disguised as a guest!
Mock-up for a pharmacy CMS
Internship work. I created several mock up for the project, front and back office of the CMS. Indev Brussels 2012
Web development
From a mock up designed by Benjamin Broche, I did the HTML, CSS and javascript for a wedding dress shop based in Saint Etienne, Adriana Granados. 2011
Screenshot .ORG: enemies
Beware, the inhabitant of this electronic world will try to stop you!
Screenshot .ORG: doors
Open and close while circulating in the world, find the fastest way!
Screenshot .ORG: Arena
On the way the player will experience arena, build as mini games in the game.
Temple
Ink, scanned and roughlly colored on photoshop. Sketch of a temple in Hampi, India 2013 - Free Art Licence 1.3
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The Odd Story Of Balmoral
Universe research concept. I most of the time work with small thumbnails, I then place my perspective line before detailing and then add details with a mix of photos and handpainting.
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Anna Parmentier 2013
Green temple
Blue temple
Assets made for the game
Screenshot of the game
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Screenshot of the game
One side of the mine