UI/UX
This page contains my UI/UX projects. In addition to the UI/UX projects carried out during my schooling, I happened to carry out short projects, giving greater importance to the UI part than the UX. Given the type of software and media used.

Spider-Man : Web of Shadow
Small UI project focused on the visual revitalization of the interfaces (HUD) of the game "Spider-Man : Web of Shadows". This game that I particularly like, but which has aged slightly graphically. I undertook to give it a second lease of life by reworking the interfaces while preserving the spirit of the game. I also sought to adapt to our times
Images belonging to the game Marvel Spider-Man 2.

Assassin's Creed II
UI project dedicated to the visual overhaul of the interfaces (HUD) of Assassin's Creed II, the game that truly inspired my passion for this profession and which remains, without doubt, my favorite game. Driven by the desire to preserve the unique essence of the game while infusing it with a modernized aesthetic, I set out to bring it back to life.
Images belonging to the concept remake of the game.

Megafauna
Megafauna is an open world game project carried out during my second year of studies, focused on the idea of a game in which players captured monsters to use them as mounts and explore a universe made up of islands to discover.
During this project, I took responsibility for user interface and user experience (UI/UX), designing interfaces suitable for various situations. I also took care of Level Design, involving creating maps and setting up different paths to take.
Images belonging to the game Monster Hunter World.

Artesia
For my work placement project, I designed and developed a game and its GDD. I also created the level design for the first level.
And of course conceptualising the HUD for this contemplative, narrative game set in an SF and steampunk universe.
The idea was for the character to have access to as much information as possible on the screen, while remaining in keeping with the theme and universe.

Sly Cooper
It's been over ten years since one of my favorite games, Sly Cooper, had a sequel. So I wanted to give it a facelift by rethinking its interface with a more modern approach, while preserving the essence of the series.
I revisited key elements such as the life bar, mission indications and items to steal, bringing them into line with today's standards. In addition, the map, once a simple radar, has been transformed into a more advanced GPS, in line with new technologies.
Image taken from the trailer for the animated movie.