About Jean-Baptiste
- **Game Design DNA**: I create genuine gameplay loops and immersive storytelling to ensure engagement (no simple "sprinkling" of points).
- **Rigor & Management**: My consulting background guarantees well-structured projects, aligned with your KPIs and deadlines.
- **Serious Games & Gamification**: Transforming a message or training into a playable experience (storyboard, prototype, iterations).
- **Board Games & Investigations**: Conception from A to Z (mechanics, rules, scoring, player flow, animation kits).
- **Workshops**: Ideation, co-design of mechanics, and testing facilitation.
- **Publishing & Creation**: Founder of Home Scape Home (Investigation games and escape games).
- **Tech & Retail**: Google, Boulanger (Marketing games & product launches)
- **Energy & Health**: Subsidiary of EDF (Safety), League Against Cancer (Awareness)
📩 A project to transform into a playable experience:
French
Native or bilingual
English
Fluent
Experience
- Réunion des Musées Nationaux Grand PalaisCreation of an interactive visitor trailCULTUREFebruary 2025 - June 2025 (4 months)Paris, FranceFor the reopening of the Grand Palais, I was commissioned to transform the classic visit into a true playful exploration experience, integrated directly into the monument's mobile application.The challenge was to modernize the institution's image by making the history of the place accessible and captivating for all audiences.**My approach**: play serving heritageMy role was to support the Grand Palais throughout the entire value chain, from creative intent to technical deployment:**Ideation & Storytelling**: To humanize the visit, I designed a strong visual universe around a heroine inspired by a real statue in the monument. This "visitor companion" guides players, creating an emotional connection with the architecture.**Educational Engineering & Game Design**: I conducted in-depth historical research to transform complex facts into intuitive puzzles. The goal: to learn without realizing it, through balanced progression adapted for families (from age 7).**Methodological Rigor**: True to my working method, I managed user testing in real conditions before the launch. This phase was crucial for adjusting the difficulty of the puzzles and ensuring perfect fluidity on site.**The result**: A narrative and immersive system developed over 4 months, perfectly integrated into the Grand Palais's digital ecosystem. A scalable and replicable solution that allows the institution to renew visitor interest during cultural highlights.
- Ligue Nationale contre le CancerTransforming a complex scientific subject into a narrative adventureEDUCATION AND E-LEARNINGMay 2024 - September 2025 (1 year and 4 months)Paris, FranceThe Brief: Explain without guilt-trippingWhen the National League Against Cancer approached me, the challenge was significant: how to talk about air pollution—a complex, technical, and often anxiety-inducing subject—to the general public without being preachy?The goal was to transform a mass of scientific information into lasting and positive awareness. An autonomous tool was needed, capable of existing independently in public spaces or schools, without requiring a facilitator to explain the rules.My Approach: From "Storytelling" to "Storyliving"To break away from a "lecture" tone, I opted for immersion. I imagined a strong narrative universe to make learning active:
- **Albert's character**: I created Albert, a whimsical and benevolent scientist. Instead of pointing fingers at behaviors, Albert invites participants to help him.
- **The "Pollution-Fighting Machine" mechanic**: I designed a game booklet with detachable cards. The concept? Each card is a piece of the puzzle to activate Albert's machine. By playing, participants explore the sources of pollution and concrete solutions without realizing it.
- **"Plug & Play" design**: The paper format was designed to be ultra-deployable. No tablet or Wi-Fi needed: detach your card, play, and leave with ingrained health reflexes.
**The Impact**: Massive national deployment- The system immediately found its audience in the field. What was just a concept became a reference tool for the League:
- 20,000 booklets printed and distributed throughout France.
- 100 regional committees mobilized around the game for their workshops.
Immediate adoption in schools and at public events, proving that games are the best medium for public health messages. - GoogleDesign of an interactive investigation for a product launchTECHSeptember 2023 - December 2025 (2 years and 3 months)Paris, FranceFor the launch of the Chromebook to students, Google approached me with a significant challenge: to move beyond traditional advertising codes to create real and memorable engagement.My creative approach:Rather than listing features, I chose to transform the product into the "hero" of the game. I designed an immersive digital investigation where the Chromebook was not just a support tool but became the primary means of resolution.What I implemented:
- Gameplay engineering: To progress, players had to actually manipulate the interface (explore the OS, test applications, search files). A subtle and playful way to discover the product's strengths through usage.
- Narrative & Storytelling: Creation of a universe around a mysterious student association to captivate the target audience from the first seconds.
- Co-construction management: I worked for 4 months in direct contact with the marketing teams to ensure that each puzzle served the awareness objectives while remaining fun for the players.
The result in numbers: The campaign was a massive success with over 40,000 players engaged in just two weeks. The initiative generated significant buzz with a Twitch live stream reaching 10,000 viewers and, most importantly, a satisfaction rating of 4.5/5 from 20,000 reviews, proving that marketing can be a quality gaming moment.
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Education
- PM CertificationBerkeley - Haas School of Business2018Project Management
- Grande ÉcoleAudencia2018Grande École - Gestion de Projet & Entrepreneuriat