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Quick note : my latest work at SymbiOse Ecosystème (sept. 2024 - feb. 2025) and for individual clients (ongoing since february 2025) are still under NDA.

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Keep scrolling to see more of my work !

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

  • (re)Design the initial product to make it more playful

  • Design content from initial concept to final print for a total of 138 "Pillars" cards, 34 "unforseen event" cards and 9 "Persona" cards

  • Adapt the Game's design to better fit the needs of a second client (ENGIE)

  • Run 2 game sessions of around 50 players each

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Systems Designer Responsibilities

  • Write a System Reference Document to turn the game into a set of off-the-shelf components

  • Design key systems such a story creation, negotiation and goal setting

  • Document the thought process behind every component so that the team could keep creating or modifying them in full autonomy

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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

  • 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

  • Design new character's gameplay and progression

  • Write their bio according to the Narrative guidelines

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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

  • Help the client to strenghten its vision by conducting game research and analysis

  • Provide both theoretical and practical examples to improve its game design knowledge

  • Brainstorm on ways to better integrate Gameplay mechanics, Systems and Narrative

  • Promote new Worlbuilding frameworks to bring more structure to the storytelling

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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

  • (re)Design early versions of some biomes (Forest, Taïga, Desert, Ocean)

  • (re)Design animals and plants through various rarities

  • Reorganize existing mechanics with some patterns (set collections, tags, rarity) and design new ones

  • Implement them in C#, playtest, tune, and provide feedback for the Principal Designer​

  • Tackle various challenges with the Principal Designer (player progression, villagers' quests, biome creation)

Jean Querol (Drawn Rogues)

" Benjamin helped me develop the game design for my video game (a Rogue-like/ Tactical RPG). His work enabled me to come up with an innovative and super-fun design for my game that was realistic in terms of feasibility, and respectful of my vision for the game. He also provided a clear direction for further development.

 

He's also a great teacher when it comes to game design, and I've learned a lot from him.

 

On a personal level, he's very nice, very open and extremely passionate. It's a real pleasure to work with him."

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