Hello, my name is Brice, I'm 23 years old and I'm Level Designer with two years of experience at Cyanide on Styx: Blades of Greed
I studied at Ican, where I earned my Bachelor's degree and acquired a wide range of skills in the video game
I also completed a two month internship during my second year at Ican, working in mobile games at Gameloft, which allowed me to develop a more versatile approach
I'm passionate about FPS (like counter Strike) and racing games, such as TrackMania, where I technically made my first steps in level design by creating countless maps when I was younger
July 2023 - July 2025
Level Designer / Cyanide Studio
- Level Designer : Created map blocking, designed stealth situations with AI, developed puzzles, created some 3D assets for blocking and wrote placeholder dialogues
June-August 2022
internship Game - Level Designer - 3d Artist Gameloft Paris Studio
- Level/Game Design : Designed levels and balanced gameplay for a tactical game similar to Into the Breach, called Tactic Squad.
- 3D Artist : Created cartoon-style 3D assets in Blender for the game Kitchen Clash.
2019-2023
Ican Paris Bachelor Game Design
My time at ICAN allowed me to:
- Gain in-depth knowledge of Game Design and Level Design.
- Master several game engines, including Unity and Unreal Engine.
- Create 3D assets with Blender.
- Develop skills with tools such as Illustrator and Photoshop.
- Explore Sound Design to enhance my creations.
My Contacts
Styx: Blades of Greed
Level Designer Stealth Game
📅 Duration : 2 years (july 2023 - july 2025)
🎮 Experience : Professional project at Cyanide Studio on an AA stealth game.
Skills
Blocking : Level design from early blocking to a fully polished level, including adjustments to optimize AI patrols.
3D Modelisation Created multiple 3D assets essential for specific environments and for designing gameplay elements consistent with Styx’s mechanics.
Quest Design : Developed varied missions, incorporating Blueprints to different extents depending on their complexity and length. Structured missions with multiple stages (objectives, markers, interactive events, boss scripting).
Interdisciplinary Collaboration : Regular exchanges with the art and narrative teams to ensure coherence in levels and the game world.
Narration Created placeholder dialogues and monologues to convey narrative intentions to the Narrative Designers.
Debugging & Optimization : Optimized map navigation and resolved bugs.
About the Game
Play as Styx, a cunning and acrobatic goblin in a dark fantasy world. Your goal: infiltrate fortresses, steal Quartz, and manipulate your enemies with stealth. The game emphasizes verticality, special powers, and the hero’s dark humor.
Video from one of the levels i worked on ( the lift mission)
i created all the situations and different arranged elements we can see in the video ( box, plough, hideout grid and stuff) . I scripted the stamp and paper situation to get the lift to go up and created placeholder for the narration of the mission . (replace by a final version made by the narrative designer ). Several parts were not shown in the video but all the AI and gameplay places in this levels were part of my job
Tactic Squad
Internship Game & Level Designer – Tactical RPG
📅 Duration : 2 months (june 2022 - august 2022))
🎮 Experience : Professional project at Gameloft Paris on a mobile tactical game.
Skills
Level Design : Created about fifteen levels while respecting the Game Design constraints and used Excel to design the early-game puzzles.
Integration :Implemented enemy patterns and action-reaction systems on an isometric grid.
Doc GD :Created detailed design documents for units and game mechanics (abilities, cooldowns, range, etc.).
Doc Ld :Created comprehensive documentation for level creation as well as for various bug tickets.
Playtest :Conducted internal testing and iterations in collaboration with lead Game Designers and UX designers.
About the Game
Tactic Squad is a tactical strategy game inspired by the style of Into the Breach. The player controls a squad of heroes positioned on a grid according to a predefined layout. Each hero has specific abilities, can move a limited number of squares, and attack within a certain range. The objective is to eliminate enemies while protecting the vehicles on the battlefield.
Internship Game & Level Designer – AutoBattler arcade mobile
📅 Duration : 2 mois (Juin 2022 - Aout 2022)
🎮 Experience : Professional project at Gameloft Paris on Mobile Autobattler.
Skills
Research and Design : Analyzed relevant references for this type of game, considering mechanics and desired player experience. Created a prototype map optimizing player movement to maximize captures before the combat phase.
Map creation : Created a map blocking by dividing the area into multiple environments, implementing ingredients and creatures according to each environment.
Playtest & Iteration :Participated in testing phases and improved the prototype based on received feedback.
Finalization and Integration : Some of the improvements made were integrated into a version available on the Play Store.
Interdisciplinary Collaboration : Contributed to improving gameplay areas in collaboration with UI/UX artists to optimize interfaces and impact animations.
About the Game
Auto Monster is a competitive two-phase game combining capture and strategy. In an arena, players must first capture monsters while dodging their attacks. Then, the captured monsters automatically battle each other.
🎮 Experience : Game developed to validate my 3rd year of Bachelor’s degree, working in a team of 6 people.
Skills
Level Design Tools ("Level Editor") : Desogned an internal editor in Unity to streamline level creation.
Level Design & Iteration : Designed around twenty levels, taking into account technical constraints and constant iterations of the in-house level editor.
Doc LD & Balancing : Progressive documentation of levels and implementation of a coherent difficulty curve, with evolving mechanics and constraints.
Interdisciplinary Collaboration :Close communication with the team, especially to balance certain elements and prevent gameplay imbalances.
Playtest & ajustements : Adapted levels based on playtest feedback and iterated constantly following the many changes to the editor.
About the Game
Tu’iles is a party game for up to 4 players, where each participant plays a character who can collect resources to build and maintain tiles.
Captures issues du build Unity réalisé pour la soutenance finale.
Netrunners
Level Designer - 3D artist – FFPS
📅 Duration : 1 months (Final Project – 2022)
🎮 Experience : Second-year student project on a fast-paced, rhythm-based FPS.
Skills
Metrics & gamefeel : Tweaked the character controller for smooth and engaging movement.
Level Design :Designed levels focused on the game’s core mechanics (parkour, dash, rhythmic shooting).
Artistic direction :Creation and Integration of visual into level structure.
Adaptability : Quickly took on the role of Level Designer in a fast-paced production context.
About the Game
Netrunners is a fast-paced FPS featuring parkour and rhythm-based gameplay.
Rhythm Dash: Synchronized to the tempo, it affects movement and reload.
Unique Weapon: Only one bullet, recoverable by dash or kill — every shot counts.
Combat & precision : Fast execution and precise timing to progress efficiently.
Images from the prototype
Netpusher
Level Designer - 3D artist – FFPS
📅 Duration : 4 days
🎮 Experience :Project developed during a game jam with 2 other students.
Skills
Design of short and dynamic levels: Created tight spaces encouraging quick enemy takedowns.
Strategic use of enemy placement: Encouraged the player to exploit push mechanics to progress efficiently.
Adaptability and Initiative: Transitioned from Art Direction to Level Designer to ensure project completion.
About the Game
Netpusher is a fast-paced FPS where enemy elimination relies on pushing and spatial control.
Push as the main weapon: No traditional weapons; the player hits or pushes enemies out of the arena.
Interactive Objects: Ability to attract and throw objects to push back enemies.
Objective: Eliminate all enemies and reach the blue smoke to complete the level.
Compact levels: Fast pace and instant decision-making required.
Screenshots from tests during the jam.
Magical Removal
Level Designer - Game Designer – Puzzle Game Board Game
📅 Duration : 3 months
🎮 Experience :Project completed during my first year of game design with 3 other students.
Skills
Level Design: Co-created half of the game’s levels by following a three-step process: dividing levels to design, defining their difficulty, then developing them on paper.
Game Design: Participated in creating game mechanics and rules.
Methodology and Iteration: Developed ideas on paper, conducted quick tests from early versions, and documented solutions in a level booklet to facilitate gameplay understanding.
About the Game
Magical Removal is a puzzle board game created during my first year of Game Design. The goal is simple: you control magicians and a crystal on a grid. Using the magicians' movements, you must move the crystal from point A to point B in each level.
Images of level prototyping as well as the tangible prototype.
Map Infiltration
Level Design- Created a stealth map.
📅 Duration : 2 weeks
🎮 Experience : Map created during my 3rd year at Ican as a Level Design assignment.
Skills
Level Design :This map was created as part of an exercise requiring us to design a stealth map similar to Styx in this case.
Methodology and Iteration: To design this level, I first set a clear objective for the player: retrieve a dagger and reach a high point to escape a city heavily guarded by numerous guards.
Initial Blocking: I started by placing simple blocks to define the volumes and the overall layout of the buildings to come.
Research of References: I then looked for architectural references to give visual and logical coherence to the structures.
Structure Creation: Based on these references, I created models from my templates, ensuring they supported the mission’s narrative and gameplay.
Gameplay Structuring: I placed crates to define movement paths, identified points of interest, set up player guidance markers, and finally integrated AI with their respective patrols.