PROJECTS
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Pocket Strikers
2021 - FPS/Flight sim - Solo project
My second submission for the 7DFPS jam, and my second multiplayer websocket-based game aswell! Pocket Strikers is an evolution of Kitty Park, but with a flying controller and a bit more of networking & prediction systems to allow a wider range of mechanics for the players.
Language:
![[preview]](projects/14-PocketStrikers/res/preview-large.jpg)
![[preview]](projects/14-PocketStrikers/res/preview.jpg)
Pocket Strikers
2021 - FPS/Flight sim - Solo project
My second submission for the 7DFPS jam, and my second multiplayer websocket-based game aswell! Pocket Strikers is an evolution of Kitty Park, but with a flying controller and a bit more of networking & prediction systems to allow a wider range of mechanics for the players.

A nicely paced PvP experience with no persistence whatsoever - Battle your friends and outmaneuver your rivals with your striker jet!









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Kitty Park
2020 - FPS/Sandbox - Programmer/Game Designer/Sound Designer
Kitty Park is a small experiment I made for the 7DFPS, to learn how to use WebSockets, and make online multiplayer games that work directly in the browser, straight out of the box! It was a very cool experience, and the occasion to learn the basics of rigging aswell.
Language:
![[preview]](projects/13-KittyPark/res/preview-large.jpg)
![[preview]](projects/13-KittyPark/res/preview.jpg)
Kitty Park
2020 - FPS/Sandbox - Programmer/Game Designer/Sound Designer
Kitty Park is a small experiment I made for the 7DFPS, to learn how to use WebSockets, and make online multiplayer games that work directly in the browser, straight out of the box! It was a very cool experience, and the occasion to learn the basics of rigging aswell.

Meow around and catch birds with your friends!
this is a multiplayer only sandbox game. If you feel like it, catch birds to increase your score and get the most food in your bowl.
Have a nice time playing with other cats!




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Déphasé.es
2020 - Draft - Solo project
This Tabletop RPG was made over a short period to make use of very special dice I had received: double dice! Picturing the two interlaced dice as two distinct elements - the outer dice as a vehicle, the inner dice as the pilot - I decided to create a TTRPG about Mech pilots. In this RPG, the pilots are pushed to the boundaries of their own humanity until they break their die.
Language:
![[preview]](projects/12-Déphasé.es/res/preview-large.jpg)
![[preview]](projects/12-Déphasé.es/res/preview.jpg)
Déphasé.es
2020 - Draft - Solo project
This Tabletop RPG was made over a short period to make use of very special dice I had received: double dice! Picturing the two interlaced dice as two distinct elements - the outer dice as a vehicle, the inner dice as the pilot - I decided to create a TTRPG about Mech pilots. In this RPG, the pilots are pushed to the boundaries of their own humanity until they break their die.

You've spent every single one of your hard-acquired pennies to get a shot at the Grand Rex Tournament, a friendly competition between mech pilots from everywhere in space!
But as the tournament goes on, each game seems to be a little less fair than the preceding one.
How far can you go with your friends before trusting them, or anyone really, becomes out of the question?


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TrackMasters
2020 - Racing/Sandbox (Unity) - Solo project
TrackMasters is my first game ever published, on my own! It's a racing game featuring content creation and sharing between players, hot-join and simultaneous multiplayer. With this project, I got quite a grasp at real-time multiplayer and network optimization! The online service is provided by a variety of homebrewed software, a Relay server, API, Broadcast server, and a static PHP CMS.
Languages: 




![[preview]](projects/11-TrackMasters/res/preview-large.jpg)
![[preview]](projects/11-TrackMasters/res/preview.jpg)
TrackMasters
2020 - Racing/Sandbox (Unity) - Solo project
TrackMasters is my first game ever published, on my own! It's a racing game featuring content creation and sharing between players, hot-join and simultaneous multiplayer. With this project, I got quite a grasp at real-time multiplayer and network optimization! The online service is provided by a variety of homebrewed software, a Relay server, API, Broadcast server, and a static PHP CMS.






Create your own tracks - challenge your friends!TrackMasters is a multiplayer arcade racing game inspired by MicroMachines, packed with a full level editor to make your own tracks the way you want, and share them with your friends!









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The Last Spell
2020 - RPG/Strategy (Unity) - Gameplay Programmer
TLS was my first job as a professional gameplay programmer, and it was a wonderful and valuable learning experience. By joining an existing project near release, I focused on bugfixes and feature-integration while respecting the global project structure, following MVC design guidelines, and I realized a few tools for the designers.
Languages: 

![[preview]](projects/11-1-TheLastSpell/res/preview-large.jpg)
![[preview]](projects/11-1-TheLastSpell/res/preview.jpg)
The Last Spell
2020 - RPG/Strategy (Unity) - Gameplay Programmer
TLS was my first job as a professional gameplay programmer, and it was a wonderful and valuable learning experience. By joining an existing project near release, I focused on bugfixes and feature-integration while respecting the global project structure, following MVC design guidelines, and I realized a few tools for the designers.



Defend the last bastion of humanity with your squad of heroes! Exterminate fiendish monsters with magic and brute force by night and re-build your battered city defenses by day in this tactical RPG with rogue-lite mechanics.






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ADVNTURE.WEB
2020 - Text-based RPG/Collaborative - Solo project
Made in two days and a half, I created ADVNTURE to experiment with collaborative world building - with complete strangers. The idea is to make an exploration game where each place that you're the first to reach becomes yours to create. Over a span of a week, ADVNTURE was played by about 400 people, and is now populated by more than three hundred places.
Language:
![[preview]](projects/10-ADVNTURE.WEB/res/preview-large.png)
![[preview]](projects/10-ADVNTURE.WEB/res/preview.png)
ADVNTURE.WEB
2020 - Text-based RPG/Collaborative - Solo project
Made in two days and a half, I created ADVNTURE to experiment with collaborative world building - with complete strangers. The idea is to make an exploration game where each place that you're the first to reach becomes yours to create. Over a span of a week, ADVNTURE was played by about 400 people, and is now populated by more than three hundred places.

An official sequel to Explorer.
ADVNTURE is a game of free exploration and creation.
It has no restriction and is only made of what you, and other players, decide to pour into it.
Enjoy your stay on ADVNTURE - and by all means, expand it in all directions.
Do not worry about your language skills, for the vast majority of people aren't native speakers!
The world is yours. Make it your haven!




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Turbo Strikers
2019 - Unreal Engine 4 - Game Designer/Programmer
The final year exercise at Rubika is to pitch game projects, prototype them, and only few gets selected by a jury to actually be produced during the 5th year. My submission was Turbo Strikers, an aerial FPS I realized and prototyped in a wonderful team. Even though the project is currently in stasis, I have high hopes to reactivate it one day.
Language:
![[preview]](projects/9-7-2-TurboStrikers/res/preview-large.jpg)
![[preview]](projects/9-7-2-TurboStrikers/res/preview.jpg)
Turbo Strikers
2019 - Unreal Engine 4 - Game Designer/Programmer
The final year exercise at Rubika is to pitch game projects, prototype them, and only few gets selected by a jury to actually be produced during the 5th year. My submission was Turbo Strikers, an aerial FPS I realized and prototyped in a wonderful team. Even though the project is currently in stasis, I have high hopes to reactivate it one day.

In the outreaches of space, lost squadrons wage war on each other with the fastest and lightest ships available.
The only pilots who last are those who can switch from fast movement to precise strikes in a split second.
Turbo Strikers is a competitive team-based arcade dogfight game where each player controls a slightly armored jet-fighter.
On these aircrafts, activating the weapons is done manually by restarting the engine completely, putting the pilot at risk for a few seconds.


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Inhumans
2019 - Tabletop RPG - Solo project
Of the multiple small TTRPG projects I had in mind in 2018, only this one reached a satisfying level of completion. Inhumans is my attempt at trying to model discriminative behaviors inside a group of players by putting them in a highly unbalanced composition, under a hostile environment. Past its chaotic and humorous tone, Inhumans is a game about hate, fear, and rejection.
Language:
![[preview]](projects/9-7-1-Inhumans/res/preview-large.jpg)
![[preview]](projects/9-7-1-Inhumans/res/preview.jpg)
Inhumans
2019 - Tabletop RPG - Solo project
Of the multiple small TTRPG projects I had in mind in 2018, only this one reached a satisfying level of completion. Inhumans is my attempt at trying to model discriminative behaviors inside a group of players by putting them in a highly unbalanced composition, under a hostile environment. Past its chaotic and humorous tone, Inhumans is a game about hate, fear, and rejection.

In the year 20XX, the advent of sentient AIs, creatures from other planets, dimensions, realms, bring the humanity to this question: What really defines, if someone is human or not?
Introducing the Human Code: a list of criterias to decide who is human or not. If you fit, here's your citizenship. If you don't, tough luck.
Players embody inhumans, the scourge of society. Despite their status, they're not in any way useless to society: once in a while, humans fancy having someone do their dirty work.





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RECOVERY.EXE
2019 - Contemplative/Exploration (LÖVE2D) - Solo project
This game was made for a DELETE jam organized by a friend. The idea was to create a game in a very short period of time, to showcase it once, and then delete it forever along with the source code. As of today, only videos of this game remain.
Language:
![[preview]](projects/9-6-RECOVERY/res/preview-large.jpg)
![[preview]](projects/9-6-RECOVERY/res/preview.jpg)
RECOVERY.EXE
2019 - Contemplative/Exploration (LÖVE2D) - Solo project
This game was made for a DELETE jam organized by a friend. The idea was to create a game in a very short period of time, to showcase it once, and then delete it forever along with the source code. As of today, only videos of this game remain.

An unofficial sequel to EXPLORER.




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Pulsar
2019 - Hyper-casual mobile game - Programmer/Game Designer
My second attempt at making a mobile game targeting a hyper-casual public! Designing for a hyper-casual target is hard, as everything has to be as simple and straightforward as can be. This truly was a lesson in minimalism.
Language:
![[preview]](projects/9-6-2-Orbit/res/preview-large.jpg)
![[preview]](projects/9-6-2-Orbit/res/preview.jpg)
Pulsar
2019 - Hyper-casual mobile game - Programmer/Game Designer
My second attempt at making a mobile game targeting a hyper-casual public! Designing for a hyper-casual target is hard, as everything has to be as simple and straightforward as can be. This truly was a lesson in minimalism.

Make stellar systems! Tap at the right spot to create a planet revolving around the star - but do not tap on asteroid belts!
Each solar system you create becomes part of a larger galaxy: your galaxy! See your progression at anytime by consulting the galaxy map.



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Chicken Runner
2019 - Hyper-casual mobile game - Programmer/Game Designer
My first attempt ever at targeting a hyper-casual audience! With the team, we brainstormed and scrapped more than 10 concepts successively to finally get something that was simple enough. This left us out of time for the mandatory polish, but prepared us better for the next game we were to make - Pulsar. Was lots of fun, too!
Language:
![[preview]](projects/9-6-1-Chicken/res/preview-large.jpg)
![[preview]](projects/9-6-1-Chicken/res/preview.jpg)
Chicken Runner
2019 - Hyper-casual mobile game - Programmer/Game Designer
My first attempt ever at targeting a hyper-casual audience! With the team, we brainstormed and scrapped more than 10 concepts successively to finally get something that was simple enough. This left us out of time for the mandatory polish, but prepared us better for the next game we were to make - Pulsar. Was lots of fun, too!

Free your fellow chickens by guiding the leader with a simple swipe of your finger.
Get every chick to complete the level at 100% - the more you free, the faster you are!



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raccoon squad
2019 - Multiplayer/Twin stick (Unity) - Game Designer/Programmer
Raccoon Squad was made in less than a week. As a designer, it taught me how to make simple and straightforward game systems that can be easily picked on by casual players, and hold a potential for virality. The game was even featured by a streamer!
Language:
![[preview]](projects/9-5-racoonSquad/res/preview-large.jpg)
![[preview]](projects/9-5-racoonSquad/res/preview.jpg)
raccoon squad
2019 - Multiplayer/Twin stick (Unity) - Game Designer/Programmer
Raccoon Squad was made in less than a week. As a designer, it taught me how to make simple and straightforward game systems that can be easily picked on by casual players, and hold a potential for virality. The game was even featured by a streamer!

play with your bros and sis! (up to 4 racoons)
gather lots of foods n dont let hooman grab you


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Stackolony
2019 - City builder / Management (Unity) - Lead game designer
Using my experience on Emmets, I've tried to design a unique city-builder experience using the third axis. This innovative gameplay came with unique challenges, both technical and design-wise, that we had to tackle as a team. After 6 months of development, the game aims at being released on Steam: that means managing the marketing aspect, and possibly a community aswell.
Languages: 
![[preview]](projects/9-4-stackolony/res/preview-large.jpg)
![[preview]](projects/9-4-stackolony/res/preview.jpg)
Stackolony
2019 - City builder / Management (Unity) - Lead game designer
Using my experience on Emmets, I've tried to design a unique city-builder experience using the third axis. This innovative gameplay came with unique challenges, both technical and design-wise, that we had to tackle as a team. After 6 months of development, the game aims at being released on Steam: that means managing the marketing aspect, and possibly a community aswell.


You're tasked to build a colony on a foreign planet to welcome every population the Space Union has to offer. Each building is a 1x1x1 cube - create neighborhoods by piling them up, draw bridges between the towers, and make the best use of verticality to build a city that is suitable for everyone!


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Louve.Systems Platform
2014 - Ongoing - Online platform (PHP) - Solo project
Louve.Systems is a web platform I've built using mixed languages (PHP / JS / SQL / SH) and that I use in every of my games that needs any form of client-server communication. Currently, it acts as a centralized service to store and display leaderboards / scoreboards, register users and form a community. In the future, I plan to continue making multiplayer projects relying on that platform to fidelize players.
Languages: 
![[preview]](projects/9-3-racknet/res/preview-large.jpg)
![[preview]](projects/9-3-racknet/res/preview.jpg)
Louve.Systems Platform
2014 - Ongoing - Online platform (PHP) - Solo project
Louve.Systems is a web platform I've built using mixed languages (PHP / JS / SQL / SH) and that I use in every of my games that needs any form of client-server communication. Currently, it acts as a centralized service to store and display leaderboards / scoreboards, register users and form a community. In the future, I plan to continue making multiplayer projects relying on that platform to fidelize players.





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Explorer
2018 - Rogue-like/Contemplative (LÖVE2D) - Solo project
While I was at the end of the production of another big project, Emmets, I made this little project for the Procedural Game Jam as a way to learn Lua / LÖVE2D and to experiment with Perlin-noise-based world generation and exploration.
Language:
![[preview]](projects/9-2-explorer/res/preview-large.jpg)
![[preview]](projects/9-2-explorer/res/preview.jpg)
Explorer
2018 - Rogue-like/Contemplative (LÖVE2D) - Solo project
While I was at the end of the production of another big project, Emmets, I made this little project for the Procedural Game Jam as a way to learn Lua / LÖVE2D and to experiment with Perlin-noise-based world generation and exploration.

Minimalist dictionnary-based ASCII journey. Play until you've found what you sought.
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Emmets
2018 - RTS / Rogue-like (GM:S) - Solo project
What was supposed to be a simple implementation of an isometric RTS engine/system in Game Maker ended up becoming a 10-month-long solo project, participating in a contest, and winning a prize! This is also my first multiplayer video game, with a huge emphasis on client-server communication - that came with a big refactor and upgrade of my online platform altogether.
Languages: 
![[preview]](projects/9-1-emmets/res/preview-large.jpg)
![[preview]](projects/9-1-emmets/res/preview.jpg)
Emmets
2018 - RTS / Rogue-like (GM:S) - Solo project
What was supposed to be a simple implementation of an isometric RTS engine/system in Game Maker ended up becoming a 10-month-long solo project, participating in a contest, and winning a prize! This is also my first multiplayer video game, with a huge emphasis on client-server communication - that came with a big refactor and upgrade of my online platform altogether.


Explore procedurally generated underground caves to find valuable resources. The deeper you go, the more dangerous it gets! Sell the resources on a global online trading market to try and make your company profitable.
This project won the Hits Playtime 2018 contest!





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Who's a good boy ?
2018 - 2v2 Action / Versus (Unity) - Programmer / Sound Designer
As in every jam game team, I had to be polyvalent - I've worked on the game design, and then mostly on the sound design. But after that, as we had only one programmer in the team, I spent a lot of time on the engine to help him fix bugs, integrate sounds and music, and implement a part of the interface.
Language:
![[preview]](projects/9-0-whosagoodboy/res/preview-large.jpg)
![[preview]](projects/9-0-whosagoodboy/res/preview.jpg)
Who's a good boy ?
2018 - 2v2 Action / Versus (Unity) - Programmer / Sound Designer
As in every jam game team, I had to be polyvalent - I've worked on the game design, and then mostly on the sound design. But after that, as we had only one programmer in the team, I spent a lot of time on the engine to help him fix bugs, integrate sounds and music, and implement a part of the interface.

Four dogs. Two teams. One frisbee. First team to put the frisbee down in the others side scores.
Five points : that's a win.





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DM-Ascension
2017 - Unreal Tournament 2015 Map - Solo project
While this was supposed to be a Level design exercise, with only white boxes and blank materials, I took a little extra time to make it feel like a real Unreal Tournament map. I took what I perceived of the ambiance and atmosphere of UT and Quake, and tried to make a map that sums it up. This was also my first real attempt at producing content that is consistent with a pre-existing game.
![[preview]](projects/8-1-DM-Ascension/res/preview-large.jpg)
![[preview]](projects/8-1-DM-Ascension/res/preview.jpg)
DM-Ascension
2017 - Unreal Tournament 2015 Map - Solo project
While this was supposed to be a Level design exercise, with only white boxes and blank materials, I took a little extra time to make it feel like a real Unreal Tournament map. I took what I perceived of the ambiance and atmosphere of UT and Quake, and tried to make a map that sums it up. This was also my first real attempt at producing content that is consistent with a pre-existing game.
Battle to death in the forsaken tower of a lost fortress.




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Crosslight
2017 - Tower-defense (GM:S) - Programmer / Game Designer
This game was a 2 days project, but the game was finished in ten hours - so we got plenty of time to polish it! This project is one of the only where I got a lot of time to polish, which means it helped me understand the game feel, how to make a game juicy, with satisfying feedback, visually coherent, and fun to play.
Language:
![[preview]](projects/7-crosslight/res/preview-large.jpg)
![[preview]](projects/7-crosslight/res/preview.jpg)
Crosslight
2017 - Tower-defense (GM:S) - Programmer / Game Designer
This game was a 2 days project, but the game was finished in ten hours - so we got plenty of time to polish it! This project is one of the only where I got a lot of time to polish, which means it helped me understand the game feel, how to make a game juicy, with satisfying feedback, visually coherent, and fun to play.

Defend a lighthouse against waves of pirate ships!
As long as you spot a ship, it cannot move : but your ballista bolts are stuck in the air.
Use your ballistic prediction skills and your space awareness to hold the lighthouse, as long as you can.




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Polaroïd
2017 - Action / adventure (GM:S) - Game Designer / Sound designer / Programmer
Polaroïd's production was complicated - I started as a Game Designer and layed out the design and rules for the game. Overall, it was very tense and taught me how to handle a big (9 members) team with varying goals, intentions, and tastes. The project mutated over the 6 months of production, and I ended up doing a lot of programming and integration.
Languages: 

![[preview]](projects/5-polaroid/res/preview-large.jpg)
![[preview]](projects/5-polaroid/res/preview.jpg)
Polaroïd
2017 - Action / adventure (GM:S) - Game Designer / Sound designer / Programmer
Polaroïd's production was complicated - I started as a Game Designer and layed out the design and rules for the game. Overall, it was very tense and taught me how to handle a big (9 members) team with varying goals, intentions, and tastes. The project mutated over the 6 months of production, and I ended up doing a lot of programming and integration.



You play as a little girl named Nam'kha, whose main weapon is a...camera.
Every shot taken with it can be layed somewhere else in the screen, duplicating every object in the frame.
With this capacity, you can build bridges, block enemies, solve puzzles...and so much more !




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Spacedrive
2016 - Shooter (GM:S) - Solo project
SpaceDrive is the first video game I've ever realized - probably one of which I've learnt the most. As I wanted to make an online leaderboard for the game, I had to learn how to make a basic API and experiment with client-server communication. This was also the first game I localized in two different languages (english and french) so I could share it more easily.
Languages: 
![[preview]](projects/3-spacedrive/res/preview-large.jpg)
![[preview]](projects/3-spacedrive/res/preview.jpg)
Spacedrive
2016 - Shooter (GM:S) - Solo project
SpaceDrive is the first video game I've ever realized - probably one of which I've learnt the most. As I wanted to make an online leaderboard for the game, I had to learn how to make a basic API and experiment with client-server communication. This was also the first game I localized in two different languages (english and french) so I could share it more easily.


The Megadrive! Five times more powerful than a classic hyperdrive!
More than enough to reach lightspeed...unless its legal owners manage to take you down.
You better run fast : your ship's battery won't hold a megadrive forever.




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Lockpick
2016 - 1v3 Card game - Solo project
I realized this prototype to experiment with assymetrical versus games - the card game format allowed easy prototyping and made updating the cards easier on feedback. With this project, I feel like I've learnt a lot about what makes an assymetrical game fun for both sides, and got a few clues about how to balance it.
Language:
![[preview]](projects/2-lockpick/res/preview-large.jpg)
![[preview]](projects/2-lockpick/res/preview.jpg)
Lockpick
2016 - 1v3 Card game - Solo project
I realized this prototype to experiment with assymetrical versus games - the card game format allowed easy prototyping and made updating the cards easier on feedback. With this project, I feel like I've learnt a lot about what makes an assymetrical game fun for both sides, and got a few clues about how to balance it.

A single company owns the entire world, and no one can stop it. Except maybe a little group of anarchist hackers, armed with nothing more than their skills and talent. Together, they'll cooperate to destroy the sprawling network of this company and annihilate capitalism, once and for all.
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Hideaway
2016 - Tabletop RPG - Writer / Game designer
Hideaway was realized over the course of 1 week with a team of five. The goal was to make a horror RPG game set during the cold war. After the creative decisions were taken in team, I wrote and corrected the whole final document.
Language:
![[preview]](projects/2-2-Hideaway/res/preview-large.jpg)
![[preview]](projects/2-2-Hideaway/res/preview.jpg)
Hideaway
2016 - Tabletop RPG - Writer / Game designer
Hideaway was realized over the course of 1 week with a team of five. The goal was to make a horror RPG game set during the cold war. After the creative decisions were taken in team, I wrote and corrected the whole final document.

The Soviets kept to their word. Only a few people were able to reach a shelter in time.
Once locked in this giant steel cave, cold and silent, survivors started to realize escaping the nuclear blast may have been the easiest part.



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Brooktown's Streets
2015 - 4 players board game - Game designer
Brooktown's Streets was my first big team project. I teamed up with 1 game designer and two game artists. Over the year my task was to organize playtests and upgrade the rules accordingly to the feedback received, along with the other game designer.
Language:
![[preview]](projects/2-1-BrooktownsStreet/res/preview-large.jpg)
![[preview]](projects/2-1-BrooktownsStreet/res/preview.jpg)
Brooktown's Streets
2015 - 4 players board game - Game designer
Brooktown's Streets was my first big team project. I teamed up with 1 game designer and two game artists. Over the year my task was to organize playtests and upgrade the rules accordingly to the feedback received, along with the other game designer.

1919. The poorest cities of the british empire see the rise of organized crime. The population relies on bootleggers and bandits for supplies, and streets are not sure anymore. Of all of these gangs, one will become more rich and powerful than any of the others, and take control of the whole city : but which one ?


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B.O.T.S.
2015 - 1v1 Card game - Solo project
My first attempt at making and balancing a card game. I've ran tournaments for two years in a small community over this game, maintaining and balancing it.
Language:
![[preview]](projects/2-1-1-Bots/res/preview-large.jpg)
![[preview]](projects/2-1-1-Bots/res/preview.jpg)
B.O.T.S.
2015 - 1v1 Card game - Solo project
My first attempt at making and balancing a card game. I've ran tournaments for two years in a small community over this game, maintaining and balancing it.

Far away from the galactic war, unemployed engineers create a new sport. In this game, two skilled mechanics build robotic units to fight in a stadium : the first one to run out of power, materials or blueprints becomes defenseless !
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XTeam
2014 - Tabletop RPG - Solo project
Narration, game design, rule writing - and balancing the project on a long term. From 2014 to 2018, I've made the game continuously evolve while trying to preserve its core intentions and structure.
Language:
![[preview]](projects/1-XTeam/res/preview-large.jpg)
![[preview]](projects/1-XTeam/res/preview.jpg)
XTeam
2014 - Tabletop RPG - Solo project
Narration, game design, rule writing - and balancing the project on a long term. From 2014 to 2018, I've made the game continuously evolve while trying to preserve its core intentions and structure.

In an alternative future, society breaks into multiple rival agencies. One of them tries to prevent global confrontation by disarming the others, snitching technologies and protecting mankind from itself.





ABOUT ME
I've been a game enthusiast for a long time now.
I love experimenting, creating prototypes and doodles: making stuff.
Currently teaching myself Blender and ExpressJS; Always up to learn things and try new ideas!
See also my itch.io page