UNANNOUNCED PROJECT - GAMEPLAY PROGRAMMER
UNANNOUCED PROJECT
SOMETHING'S COOKING...
From the studio which released
Rogue: Prince of Persia!
I'm currenlty working on Evil Empire's next upcoming project, as Gameplay Programmer. I've been working on the game from its early pre-production, among a team of a few dozens people. Taking part in a full-cycle production is my biggest professional experience for now. I look forward to completing this project and give it to the players!

MY WORK ON THE PROJECT :
As Gameplay Programmer, I have a very polyvalent role, working on various features.
I tend to specialize on UI, and like to help on the Technical Direction of the project.
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Gameplay Programming: Working on 3C, Weapons, Bosses... I took part in the iterations of the core gameplay.
I am responsible of specific features of the game, from their early prototyping to their final in-game version.
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UI Programming: While working on the project, I took some responsibilities on UI Features (HUD & Menus).
I work very closely with the UI Artist & Designer, focusing on both player experience and fantasy.
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Technical Direction: I put a lot of efforts in maintaining the project's hierarchy to sanitize its production.
Working on various Tools & Systems, I like to be a support for my teammates, so that everyone can work properly!
DEAD CELLS - GAMEPLAY PROGRAMMER
AVAILABLE ON STEAM !
Servants Boss Fight, from The Queen and the Sea DLC
The Rogue-Lite that just won't die!
Dead Cells is a fast-paced action platformer game, marked by 5 years of live-ops updates and DLCs, on which I had the chance to work!
Characteristics :
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Fast-paced action platformer rogue-lite
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Solo game, available on most platforms
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Developed in Haxe, with Heaps
2 month of work on the game :
ABOUT THE GAME :
Dead Cells is a solo rogue-lite game, mixing action-platformer with metroid vania mechanics. Released in 2017 by Motion Twin, it was critically acclaimed and became one of the most popular games of the genre, notably for its fast-paced controls and deep content.
Evil Empire was created in 2019 to work on the live-ops of the game, creating both free updates (to improve the game regularly) and payed DLC (to offer big chunks of new contents). This live-ops ended in 2024, after 4 DLCs and 30ish updates.
Dead Cells was my first professional experience (outside of internships). Working on a live game was a great way to enter the industry: adapting to new tools, discovering and improving the code base, fine tuning your work to be proud of what will end up in players' hands next month. It was a bit of preasure, but delivering was also a great achievement!

Get to the top of the Lighthouse, don't let the servants get to you !

Double trouble, what a hustle

Or try to heal yourself like in Blasphemous... I swear this is useful

Get to the top of the Lighthouse, don't let the servants get to you !
Pure Nail Showcase, from the Everyone is Here update
MY WORK ON THE PROJECT :
As Gameplay Programmer on the project, I was responsible for the development of new features, as well as polishing and debugging existing content.
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Everyone is Here update: My onboarding mission consisted in the creation of new weapons for this cross-over update.
I worked on the Pure Nail from Hollow Knight, the Bone from Skul and the Face Flask from Blasphemous. I discovered the code base and took inspiration from it to iterate on the weapons.
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The Queen and the Sea DLC: My biggest mission consisted in the debugging, polish and closing of the DLC. I mostly worked on the Lighthouse Level and Servants Boss Fight, along with another programmer. First, we stabilized the content to be able to judge it. Then, we tested it in order to improve it, make it more readable and fair for the players. Finally, we fine-tuned and polsihed the content to make sure it was up to the rest of the Dead Cells franchise!