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Rémi FusadeRF

Rémi Fusade

Game Designer - Computer Engineer

€800/day
1 project
Labégude, FR
8-15 years

Average response time: 1 hour

Freelancer profile translated to English.
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About Rémi

Here is a summary of my game development experience:

- I worked at Ubisoft Paris on the game Mario + Rabbids: Kingdom Battle. I created part of the game levels - tactical combat arenas, exploration zones, and puzzles.

- I created an Escape Game at the Naia Museum - museum of fantastic art in Rochefort-en-Terre. It has been open to the public since 2019 and complements the museum visit.

- I developed Mozamo, a word game playable on Facebook.

- I taught at ETPA in Rennes, computer programming on Unity (C#) and Unreal Engine (blueprints), as well as Level Design.

- I have developed several video games, accessible for free from my portfolio.


I hold a degree from ENJMIN - Master's in Game Design - and from ENSIMAG - Engineering school in computer science and mathematics.

I am available for your projects involving game design, level design, and/or computer programming.
  • French

    Native or bilingual

  • English

    Fluent

Remote only
Primarily works remotely

Experience

  • MOZAMO
    Malt logoOn Malt
    Game Designer and Developer
    November 2019 - March 2020 (5 months)
    Rennes, France
    During this assignment, I developed an instant game on Facebook using the Unity game engine.

    The idea of my client was largely defined; it remained to test the gameplay, adapt it if necessary, improve it to make it an easy-to-understand game with high replayability.
    I quickly developed a playable prototype on which to base our tests, and which could also be tested by other players outside the project.

    Based on these tests, I discussed with my client to find the most relevant improvements considering our own feedback and the feedback from our testers.
    Our proposals took into account both user experience and technical constraints.

    I discovered the Facebook SDK for Instant Games via Unity.
    I learned to use it to leverage the classic features of social games: Leaderboard, Player Invitation, Duel against a given player, Facebook Sharing, etc.

    I hired a graphic designer for the game's aesthetics, and I integrated free sounds in agreement with my client.

    I participated with my client in the delivery of the game and its validation by Facebook's teams.
    I also participated in player monitoring in the weeks following the game's release.

    This was my first assignment via Malt.
    Game design C# Unity 3D GIMP Video games Prototype Computer development Facebook Instant Games User Testing
  • Naia Museum
    Game Designer
    VIDEO GAMES AND ANIMATION
    December 2018 - Today (7 years and 6 months)
    Rochefort-en-Terre, France
    I designed an escape game set in the Naia museum.

    The escape game includes several puzzles and is played by teams of 3 to 7 players, lasting approximately one hour.
    I carried out this design work under the following constraints: the game takes place in a museum during opening hours, players must not search the museum or touch the artworks, all museum rooms are accessible and cannot be closed, the game must be played completely autonomously without the intervention of a game master.
    My job was to design the puzzles, write the texts, conduct tests, and iterate to adjust the game's difficulty. I also wrote complete documentation for the game to allow for setup and launch of a game.

    The escape game has been open to the public since April 21, 2019.
    Escape Game Game design Puzzle design Test protocols Writing
  • Ubisoft
    Level Designer
    VIDEO GAMES AND ANIMATION
    April 2016 - March 2017 (1 year)
    Montreuil, France
    I worked on the game "Mario+Rabbids Kingdom Battle" released in late August 2017 on Nintendo Switch.

    As this game is a turn-based tactical game, "creating a level" means defining the topography, heights, placement of cover and enemies, as well as the objective of a battle.
    There are also challenges that take place on the same levels. A challenge is a more difficult battle with a different objective and enemies, but using the same terrain.

    I created game levels for most of the production time. My work involved both defining intentions and proposing a first draft for several levels, but also testing and making modifications on other levels in collaboration with other level designers.
    I also worked on other game elements: the architecture of exploration zones, puzzles, the placement of coins and mushrooms.
    I provided feedback and made proposals on game design elements. I also proposed and wrote the specifications for certain gameplay elements.
    I tested the game system by looking for extreme situations and potential exploits. I then proposed necessary or desirable corrections to the game designers team.

    I worked with different trades (GD, art, animation, sound, tech,...) to make proposals and provide feedback, become aware of the constraints related to the different teams and take them into account, and ensure everyone was on the same page.
    Game level design Game Design Level Design Specification writing Node programming JIRA Snowdrop

Reviews

5.0

Out of 1 rating

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Reviewed on 4/10/2020

Rémi tackled the mission by breaking down problems one by one to find the best solution. His ability to immediately grasp functional and technical issues, make suggestions to improve the game, and the ease of communication with him encourage me to call on him again whenever the opportunity arises.

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Education

  • Computer Science and Digital Imaging Engineer
    ENSIMAG
    2010
    L'ENSIMAG est l'Ecole Nationale Supérieure d'Informatique et de Mathématiques Appliquées de Grenoble. J'y ai obtenu un diplôme d'ingénieur en informatique, spécialité imagerie et réalité virtuelle, mention Bien. Le cursus commun inclut des cours d'architecture réseaux, bases de données, électronique, systèmes, et programmation en Java, Ada, C, C++, et assembleur ainsi qu'un enseignement étendu en mathématiques (analyse, outils, théorie du langage). J'ai suivi une année de spécialisation en "Imagerie et réalité virtuelle" Cette spécialisation inclut des cours de visualisation de données, de traitement d'images, de traitement du signal, de scripting sur Maya (logiciel 3D), et de capture de mouvement.
  • Master Game Design
    ENJMIN
    2016
    Pendant 2 ans, j'ai participé à : -Des cours de conception de jeux, conception de niveaux de jeux, narration interactive, théorie des jeux (branche des mathématiques), psychologie, conception sonore, gestion d'équipe -Des ateliers de modélisation 3D (3DsMax), développement sur Unity, montage vidéo, Arduino, ARG (jeux en réalité alternée), adaptation de film en jeu vidéo -Trois projets de création de jeu vidéo : Wasted (3 mois, 5 personnes), Fish 'n' Sticks (3 mois, 4 personnes), et Bring it Back (5 mois, 11 personnes)

Certifications

  • Exam Ref 70-483 - Programming in C#
    Microsoft
    2014
    C#

Skill set

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