I am a French ArtFX alumni, and I’m enamored with experiencing and making art: Video games, music, drawings, writing… I can’t stop, and I love it.
When doing so, my goal is to create memorable experiences, something that sticks with and inspires you; a game that you think about years later, or a piece of music that’s buried deep in your playlist but you’re happy whenever it pops up.

Preview of some of my works over the last five years. Not all of my games are visible, and not all of them are in this website, maybe one day I’ll get back to them!
I am mainly inspired by indie PC experiences, but my reference catalog expands every year to tackle new challenges, with old and new releases alike. My latest favorites being as varied as 13 Sentinels: Aegis Rim, CONTROL, Turnip Boy Robs a Bank, and Dicey Dungeons.
I try to analyze every facet of a game, from its concept to its execution: game design, technical performance, visual storytelling, character design, animation, narration…
Working on games, I design “experience first”: invoking feelings, places and specific impressions; focusing on how to translate them through all aspects possible while thinking about accessibility in its broadest form (colorblindness, deafness, etc.).
I obviously tackle problems from a technical viewpoint: system architecture, optimization, tool creation; but also from a more regular game design standpoint (with my own personal touch, of course).