
Brussels Area, Belgium

Brussels Area, Belgium
- Lead Designer: drive creative teams
- Gameplay designer: design and balance systems
- Technical designer: maths and statistics, camera, missions, AI (Lua, C++, XML)
- Community mechanics designer (MMO)
- Level designer: Worldcraft, Hammer 2, UnrealEd, NWN Aurora, 3DSMax (amongst others)
- Prototyping: Blitz 3D programming, XNA, Palib (DS)
Strong experience in:
- Artists and programmers management (SCRUM)
- Product owner (SCRUM SPO)
- Outsourcing (animations)
- Playtest management
(Privately Held; Entertainment industry)
October 2008 — Present (10 months)
Business Manager, Design Director and owner of Fishing Cactus.
Fishing Cactus is an independent development studio based in Belgium (Mons). With a core team with over 30 years of combined experience and 15 released titles, Fishing Cactus core business is to create compelling games exclusively targeted and tailored towards digital platforms (iPhone, XBLA, Wiiware, DSWare, PSN).
We are official Nintendo, Sony, Microsoft and Apple developers.
Fishing Cactus also provides the following services:
- Porting games (with or without game design expertise)
- Work for hire projects (PC, PS3, X360, Wii, DS, iPhone)
- Code optimization and performance profiling on next gen platforms
- Playtests lab facilities and usability testing consulting services
Some of our projects:
- Shift, an iPhone port of the original mind puzzling flash platform game developed by Armor Games. The game reached the 5th position in all Paid Apps on the US App Store!
- Equilibrio: A 3D iPhone / Wiiware project. More info on: www.equilibrio-game.com
We're currently working on a title for XBLA called Blobbies Wars (www.blobbieswars.com).
Please contact us if you want to hire a professional and talented game development team to build up your next project.
(Computer Games industry)
September 2008 — May 2009 (9 months)
Lead Game Designer at Neopica.
Game design and tuning on an unannounced project for Wii/DS.
Producer / Game designer on an unannounced project for Wii/DS.
(Privately Held; Computer Games industry)
June 2005 — August 2008 (3 years 3 months)
- URBAN RACE AAA Multiplayer parkour game (X360, PS3, PC):
Lead game designer.
My daily job also included managing a team of designers, programmers and artists inside SCRUM.
- TOTEMS AAA Action adventure game (X360, PC):
Lead game designer.
My daily job also included managing a team of designers, programmers and artists inside SCRUM.
- Badminton Tournament Online (PC):
Game designer (pre-prod): mechanics, game philosophy and general vision (prototyping in Blitz3D).
Daily management of a team of 8 persons (SCRUM).
Product owner coach (SCRUM).
- David Douilet Judo (PC, PS2, GC):
Design and implement game mechanics. Including player experience, fun factors, difficulty, learning curves, animation statecharts, input frame and controls and TRCs.
AI in LUA as well as designing and implementing Career and Tutorial Modes.
Playtest Manager: organize the playtests for the project (200 testers). Coordinator between playtests and project's team.
(Luxury Goods & Jewelry industry)
February 2008 — May 2008 (4 months)
This is a freelance contract as part time web developer.
- Design and programming of an e-commerce website, including cart system (synchronization between Flash front end and PHP session system), session system, secure payment (Ogone) and processed transactions stored into client’s database.
- Design and programming of website back office, including commands tracking and auto-reply systems.
(Computer Games industry)
February 2007 — April 2007 (3 months)
I worked as a freelance game designer, my job included game and level design tasks on multiple projects:
- Game Design for Back to Sparta (Virtuos 3D Beat'em All Demo made on PS2) (3 months project).
Complete Game Design Document creation including controls, characters, creatures, camera, combat and combo systems, magical powers, behaviors and scenario…
- Game Design of Fizz (Puzzle Game, DS, released).
Complete Game Design Document creation including design of objects, board events and behaviors, combo systems, game and difficulty modes, UI, menus, sounds specifications. I also balanced and tuned game modes including multiplayer modes (up to 4 players).
- Game Design of Tribe Wars (Party Game, DS)
Complete Game Design Document creation including design of mini games, controls, game events and opponent behaviors, game and difficulty modes, UI, menus, sounds specifications etc.
- Small design tasks on undisclosed Wii and DS projects.
(Privately Held; 1-10 employees; Internet industry)
January 2002 — June 2006 (4 years 6 months)
My tasks on this contract included developing dynamic economical charts software based on internationnal currencies (JAVA) as well as the development of the programming side of the company's website (PHP and MySQL).
(Privately Held; 1-10 employees; Computer Games industry)
June 2004 — October 2004 (5 months)
My work as Game Designer has been to develop prototypes (Blitz Basic 3D and C#) of Universal State Machines and Dynamic Cameras Behaviors for a game made of contextual situations.
My job also included designing gameplay mechanics for different undisclosed projects developed in the company.
(Privately Held; 11-50 employees; Computer Games industry)
January 2003 — June 2003 (6 months)
- Medieval Lords (PC);
I've been community designer and community manager for MonteCristo Games on the pre-production of Medieval Lords.
The task included creating community mechanics and roles to support a community of players inside the game. The project also included the design and the implementation of an integrated tool to provide players with ladders, contests and automated content creation tools (MySQL, PHP, C++).
I've also worked as a Technical Level Designer on the same game.
(Privately Held; 1-10 employees; Internet industry)
April 2000 — June 2000 (3 months)
Contract including web development of the company's website (HTML, CSS, DHTML) and online calendar software (PHP, MySQL).
+5 , Game design, Project Management, Level design, Sound design , 2003 — 2005
Graduated with "High Honors"
Training , 3D, Lighting, Texturing, Animation , 2003 — 2003
+3 , Computer programming and management , 2000 — 2003
Graduated with "High Honors"
Economics, Mathematics 1994 — 2000
Graduated with "High Honors".
Received Graduate Economics Award in 2000.
Minored in Programming.
game design theory, playtest and usability testing, management, agile methodologies, SCRUM, philosophy, sociology, psychology, board games, science fiction and pirates literature, belgian beers.