
Welcome to my personal portfolio !
I am a Game Designer working at SymbiOse Ecosystème on an unannounced project until december 2024. I am currently in the process of rebranding as a freelancer, so stay tuned for the publishing of my professional portfolio coming Q1 2025.
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Eventually, this website will exclusively be about personal RPG projects and the breakdown of my creative process
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Keep scrolling to see more of my work !

"Benjamin is a talented Game & Systems Designer. He can demonstrate great creativity, flexibility, and deep analytical skills. He is very committed and passionate about his work, that he does with great effectiveness. [...] It was a pleasure working with Benjamin, and I highly recommend him !"
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- Sara Dupuis, SymbiOse Ecosystème co-founder
SYMBIOSE RUSH
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Role : Serious Game Designer
Genre : Card Game, Creative Play
Time : June-Oct. 2023 (4 month)
Engine : None
Team Size : 4
SymbiOse Ecosystème helps companies to address topics such as CSRD, AI and Business Culture through play. I joined them to help turn a very early prototype into a game inspired by Ademe's prospective scenarios.
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Game Designer Responsibilities
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(re)Design the initial product to make it more playful
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Design content from initial concept to final print for a total of 138 "Pillars" cards, 34 "unforseen event" cards and 9 "Persona" cards
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Adapt the Game's design to better fit the needs of a second client (ENGIE)
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Run 2 game sessions of around 50 players each
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Systems Designer Responsibilities
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Write a System Reference Document to turn the game into a set of off-the-shelf components
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Design key systems such a story creation, negotiation and goal setting
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Document the thought process behind every component so that the team could keep creating or modifying them in full autonomy

GIGANTIC RAMPAGE ED.
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Role : Technical Game Designer
Genre : Hero-Shooter, MOBA
Time : August-Oct. 2022 (6 weeks)
Engine : Unreal
Team Size : 30+
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Abstraction is a dutch co-dev studio who collaborated on many games such as Baldur's Gate 3, Dune: Awakening or Frostpunk. As the studio was growing its creative team, I worked on Gigantic as a Technical Designer to help integrate Roland's Gameplay with an internal tool, documented it, and designed new character's concept.
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Technical Designer Responsibilities
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Document their internal gameplay tool
- Integrate senior designer's work with it
- Assess when code support was needed
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Champion Designer Responsibilities
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Design new character's gameplay and progression
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Write their bio according to the Narrative guidelines

DAGADA'S STORY
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Role : Game Design consultant
Genre : Puzzle-Platformer
Time : July - August 2022 (2 months)
Engine : Unity
Team Size : 2
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When first seeing the game trailer at an indie dev meeting, I quickly fell in love with the concept. But both the developer and I agreed: the game was struggling to find its design vision and lacked any engaging core loop or meaningful mechanics. The dev hired me to help him strengthen the game's pillars, gameplay and direction.
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Consultant Responsibilities
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Help the client to strenghten its vision by conducting game research and analysis
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Provide both theoretical and practical examples to improve its game design knowledge
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Brainstorm on ways to better integrate Gameplay mechanics, Systems and Narrative
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Promote new Worlbuilding frameworks to bring more structure to the storytelling
"Benjamin worked during 2 months on the design of the video game: Dagada's Story. He understands the needs, gets involved in the project and brings ideas that match the vision of the game. It was a real pleasure to work and learn from Benjamin on many areas of a video game's design."
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- Matthieu Lu, Dagada's Story developer
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REUS 2
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Role : Systems Designer
Genre : God-game
Time : June - Sept. 2021 (3 months)
Engine : Unity
Team Size : 4
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Abbey Games is a dutch indie studio specialized in management games. Reus 2 is the sequel of a very well received game that has you play as giants to manage natural resources, create biomes and deal with human societies. I joined the team soon after pre-production to assist the Principal Designer on content creation and managing a growing set of game mechanics.
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Systems Designer Responsibilities
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(re)Design early versions of some biomes (Forest, Taïga, Desert, Ocean)
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(re)Design animals and plants through various rarities
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Reorganize existing mechanics with some patterns (set collections, tags, rarity) and design new ones
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Implement them in C#, playtest, tune, and provide feedback for the Principal Designer​
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Tackle various challenges with the Principal Designer (player progression, villagers' quests, biome creation)