Let's work on something worth designing
From short audits to full design sprints, I work with studios, agencies, and teams who take play seriously. Missions range from a few days of consulting to several months of production.
What I can do
Mechanics design, systems balancing, in-game economy. From idea to playable documentation.
Pacing, spatial structure, blockouts, level prototyping in Unreal or Unity. Audits of existing levels available.
Custom-designed games for training, awareness, internal communication, events. Physical, digital, or hybrid formats.
Outside perspective on an in-progress project. Mechanics, pacing, onboarding, friction points. Delivered as a structured report with actionable recommendations.
How I work
Most of my projects follow a similar arc, calibrated to limit back-and-forth and keep creative room until the end. I adapt it depending on scope, budget, and the nature of the deliverable.
We define the context, constraints, and expectations together. Risks and watchpoints flagged at this stage.
I propose a first vision (core mechanics, narrative, pacing) starting from your content and constraints.
We discuss, adjust, and lock the trade-offs.
I build the mechanics in detail and integrate your content into a properly playable version.
We test with your team or a target panel, I fix what breaks.
Deliverable matching your standards (documentation, prototypes, source files, facilitator training if needed).
Post-delivery retrospective to capitalize on what worked and what can be improved.
This flow is a baseline. On very short missions (audits, sprints), it compresses to 3 or 4 steps. On more ambitious projects, some phases stretch or split. We'll discuss it during the quote phase.
Let's talk about your project
Whether you're working on a video game, a gamification initiative, or just want to discuss an idea, I'm open to all kinds of proposals. The form below is the fastest way to reach me, but you can also book a direct call or write to me by email.