
I’m a Game Designer who also enjoys the management side of making games.
I like creating systems such as combat, items, and progression, but I also take care of planning and making sure the team works well together.
I’ve worked as both a designer and an associate producer, which gave me experience in leading tasks, organizing workflows, and helping the team deliver on time.
I use tools like Unreal Engine 5, Unity, and project trackers to keep ideas clear and easy to test.
I also have experience running events like E-sports competitions, where I had to manage players, schedules, and partners.
For me, design and management go hand in hand, building fun gameplay while making sure the project runs smoothly.
I worked on production and game design at TLM Partners for Relics Hunter, a 64 player Battle Royale with an extraction system.
The game mixes old, modern, and futuristic worlds that collide into one universe.
On the production side, I managed tasks, tracked progress, and kept communication clear across the team.
As a Game Designer, I built the main game loop and created a unique extraction system.
I also worked on balancing, documentation, and internal playtests.
This project taught me how to design and organize large multiplayer systems in Unreal Engine 5.

Prodigy is a narrative action-adventure game focused on character growth and player choice.
I worked on both design and production, helping shape the gameplay flow and team organization.
On the design side, I've worked on the core combat system and progression structure to keep players engaged through story and action.
In production, I helped managed the task planning, follow-ups, and communication between design and programming teams.

Sherp is a game demo based on a real vehicle known as the Sherp ATV, originally manufactured in Ukraine. Its unique pneumatic system enables the Sherp ATV to deflate and inflate its tires, allowing it to traverse almost any obstacle in its path.
In our demo, we aimed to replicate this impressive system while incorporating exciting gameplay mechanics, such as missions through natural disasters or driving through flooded areas to rescue lives.
Throughout the project, I had the opportunity to lead multiple important meetings with the team. This experience allowed me to develop my management skills and improve my abilities in general.

I run and organise competitive formats and events, from small community tournaments to branded events, focusing on smooth operations, player experience, and partner collaboration.
Title: Minecraft x Lacoste (Paris) 2022
Role: Invitations & Guest Relations
This was a branded Minecraft event in Paris in partnership with Lacoste.
My responsibility was to invite and coordinate players, creators and influencers to attend the event and to ensure a smooth arrival & participation experience.
Official video of the event: here
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Valkrys is my own company where I work on different game projects.
Some are client projects for video game studios like TLM Partners, and others are personal or experimental ones such as a large multiplayer server project for thousands of players.
I manage the production, organize the team, and take care of both the design and technical sides when needed.
This includes creating gameplay features, testing builds in Unreal Engine 5, and making sure projects move forward from ideas to playable results.

People are Awesome is a fast-paced, competitive multiplayer parkour racing game that challenges players to compete in tournaments against each other.
To win, players must use a combination of brawling and parkour skills to gain the upper hand on their opponents.
As my first project at PlayMagic studio, I was able to learn a wide range of skills and techniques while working on this project.










































