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Damien E.DE

Damien E.

Game Design And Level Design

€300/day
Montpellier, FR
8-15 years

Average response time: 1 hour

Freelancer profile translated to English.
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About Damien

Senior Game & Level Designer based in Montpellier, with over 10 years of experience in the video game industry, from prototyping to AAA production and live ops. I design engaging experiences by writing Game Design Documents, creating levels, and polishing Gamefeel, leveraging technical expertise and an iterative approach.

Skills:

**Game Design & GDD**: Writing Game Design Documents, defining and balancing mechanics, specifying systems to guide development.

**3C & Gamefeel**: Implementing camera-control-character (3C) systems in Unity, fine-tuning physics, animations, and controls for a responsive feel.

**Level Design & Prototyping**: Creating blockouts, rapid iterations, and optimizing flow for immersive journeys.

**Data-Driven & Live Ops**: Analyzing metrics and player feedback to adjust mechanics and content. Contributing to Battle Passes and live updates to improve retention.

**Agile Collaboration**: Working with art, technical, and production teams, translating creative objectives into clear specifications and prioritizing according to schedule.

**Tools & Environment**: Proficient in Unreal and Unity, Perforce, Git for rapid prototyping, developing internal tools, and multi-platform QA.

**Training**: Game Design lecturer (ICAN Lyon, Brassart Lyon, E-Art Sup Lyon), sharing design methods and GDD writing.

Versatile and results-oriented, I undertake freelance missions or support your project from concept to delivery. Contact me to create memorable experiences together.
  • French

    Native or bilingual

Can work on-site
Montpellier (up to 50km)

Experience

  • Arkemys
    Principal Game Designer
    VIDEO GAMES AND ANIMATION
    August 2024 - Today (1 year and 10 months)
    • Prototyping mechanics via C# and Visual Scripting: creating scripts to implement player controls, dynamic cameras, and player-environment interactions directly in Unity.

    • Greyboxing & blockouts: rapid assembly of levels with Grey Scale assets to validate flow, sightlines, and space ergonomics before integrating final assets.
    • Gamefeel refinement: adjusting colliders and speeds for a fluid and responsive feel.

    • GDD writing and updating: precise documentation of 3C (camera-control-character) mechanics, level design guidelines, and Greyboxing workflow in Unity.
    • Playtests & iterations: organizing internal test sessions (Unity Play Mode)
    Unity 3D GDD 3C Prototyping Level Design
  • UBISOFT IVORY TOWER
    Game Designer 3C
    VIDEO GAMES AND ANIMATION
    January 2022 - Today (4 years and 5 months)
    Lyon, France
    • Collaboration with cross-functional teams (art, engineering, production) to design and implement vehicle performance, physics systems, and gameplay mechanics for The Crew 2.
    • Enhancing player engagement by integrating community feedback into live updates (Handling adjustments, Rational Game Design).
    • Contribution to setting a performance record for Battlepass through data-driven design.

    • Development of advanced benchmarking tools in C# to optimize game performance.
    • Design and implementation of innovative vehicle physics and performance features.
    • In-depth understanding of vehicle physics and its application in the engine, including gear ratios, Lat G, weight distribution, max RPM, wheel grip, and suspension.
    Game design Gameplay unreal engine Unity 3D 3C
  • UBISOFT IVORY TOWER
    Dev Ops
    April 2021 - January 2022 (9 months)
    Lyon, France

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Education

  • RNCP Level II Title, IT Designer/Developer
    AFPA saint jean de vedas
    2017
    Titre RNCP niveau II, Concepteur/developpeur informatique
  • Bachelor's degree, Game Design and Project Management
    Ecole superieure ARIES
    2014
    Bachelor's degree, Game Design and Project Management

Skill set (16)

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