
Benjamin Nossin - Game Designer
STORYTELLING, Roleplay, Serious games, TECH Design, SYSTEMS DESIGN
CURRENTLY
Freelance Game Designer on Fantasy Meat since January 2026
Latest Freelancing work
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Drawn Rogues (feb. 2025 - dec. 2025)
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Microterra SAS (sept. 2025)
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Copotato (feb. 2025)
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SymbiOse Ecosystème (jan-feb 2025)

FANTASY MEAT
Role : Freelance Game Designer, Producer
Genre : Cooking, Sandbox
Time : January 2026 (ongoing)
Engine : Unity
Team Size : 2
As a Freelance Game Designer:
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Define the high-level design direction including genre, gameplay, aesthetics, theme and art style
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Design core mechanics, gameplay loop, systems and player onboarding
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Run playtests and rework the game based on feedback
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Create the game content, included pixel art
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Create various design documents to streamline implementation and outsourcing
As a Producer:
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Setup the game plan at the high (global scope), medium (major milestones) and low-level (bi-weekly tasks) along with levels of priority and complexity
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Prepare all copywriting material for social media posts, festivals application and content creators outreach
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Ensure online presence of the game with trailer, press kit and Steam page

SYMBIOSE RUSH
Role : Serious Game Designer
Genre : Card Game, Creative Play
Time : June - Oct. 2023 (4 months)
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.
As a Game Designer:
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(re)Designed the initial product to make it more playful
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Designed 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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Adapted the Game's design to better fit the needs of a second client (ENGIE)
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Ran 2 game sessions of around 50 players each
As a Systems Designer:
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Wrote a System Reference Document to turn the game into a set of off-the-shelf components
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Designed key systems such a story creation, negotiation and goal setting
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Documented the thought process behind every component so that the team could keep creating or modifying them in full autonomy

GIGANTIC RAMPAGE ED.
Role : Technical Game Designer
Genre : Hero-Shooter, MOBA
Time : August - Oct. 2022 (6 weeks)
Engine : Unreal
Team Size : 30+
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.
As a Technical Designer:
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Documented their internal gameplay tool
- Integrated senior designer's work with it
- Assessed when code support was needed
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Designed new character concepts
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Wrote their bio according to the Narrative guidelines

DAGADA'S STORY
Role : Game Design consultant
Genre : Puzzle-Platformer
Time : July - August 2022 (2 months)
Engine : Unity
Team Size : 2
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 and lacked any engaging core loop or meaningful mechanics. The dev hired me to help strengthening the game's pillars, gameplay and design direction.
As a Game Design Consultant:
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Helped the client to strenghten their vision by conducting competitor research
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Provided both theoretical and practical examples to improve their game design knowledge
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Brainstormed on ways to better integrate Gameplay mechanics, Systems and Narrative
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Promoted new Worldbuilding frameworks to bring more structure to the storytelling
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REUS 2
Role : Systems Designer
Genre : God-game
Time : June - Sept. 2021 (3 months)
Engine : Unity
Team Size : 4
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.
As a Systems Designer:
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(re)Designed early versions of some biomes (Forest, Taïga, Desert, Ocean)
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(re)Designed animals and plants through various rarities
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Reorganized existing mechanics with some patterns (set collections, tags, rarity) and designed new ones
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Implemented them in C#, playtested, tuned, and provided feedback for the Principal Designer
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Tackled various challenges with the Principal Designer (player progression, villagers' quests, biome creation)
SONICGAMER1180
Role : Game Designer, Programmer
Genre : Beat'em all
Time : Oct. 2020 (3 weeks)
Engine : Unity
Team Size : Solo
A youtuber outreached me to ask if I could make a game to help their channel grow. After a single brainstorming session, I designed and developed the game in a couple of weeks.
As a Game Designer and Programmer:
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Came up with multiple game concepts
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Designed and developed the game
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Delivered the final game on schedule and helped improve the channel's subscriber count