Who am I?
Lead Game designer
Mainly working for Ubisoft, I led successful game design teams, designed AAA games from conception to release on 7 different plateforms, developed Live plans drastically increasing ARM and created worldwide design training in Game Design and Game UX.
User Experience Expert
Before entering the video game industry, I developed as a Digital Designer focused on user experience. I worked for industrial design studios, architecture agencies, museums and public mobile companies, helping them to focus the design on its human side.
Computer Science Engineer
Having a Master degree in Computer Science engineering, I have always been able to be very hands-on, design realistic and cost-efficient solutions while pushing for innovation and support production teams from diverse horizons .
Currently working in Ubisoft Sofia, Bulgaria, as Lead Game Designer, for more than 2 years on Assassin's Creed Origins.
Having worked in so many fields and for such great projects and teams allowed me to really become a versatile designer. My works asked me to be a programmer, a 3D modeler, a graphical designer, a UX expert, a game designer etc. That is what the projects presented here try to picture.
Following the - Form follows Function - mantra, I have been putting the players at the center of my design process, through studies (behavior, demographics...) and playtests (AB testing, focus groups...).
Finally, having lived and work abroad for 3 years, from Bulgaria, to Japan, Australia and Spain, I believe that I became a very open-minded person, able to adapt fast in any environment or project.
From Conception to Release
on 7 Different Plateforms
Video-Games: 6 years
Industrial & Digital Design: 4 years
From Development Studios
to Game Design Students
Because a Good Designer
Doesn't Stay on his Couch!
Currently Lead Game Designer for Assassin’s Creed Origins at Ubisoft Sofia. More details to come soon!
The Crew is a revolutionary MMO driving game set on a huge open-world. The game won E3 Best Racing Game Award in 2013. Joining the team first as the UX Designer of the team, I spent the first part of my mission developing a meaningful, cohesive player experience for the game: HUD, signs & feedbacks, learning Read more about The Crew[…]
During my free time, I like to challenge myself into creating small games experiments. Working alone, on small scale projects, is for me the best way to test my abilities and experiment with concepts a lot faster than on bigger scale projects. The two projects presented here have been done entirely by myself: from concept, Read more about Indie Experiments[…]
Marvel Avengers: Battle for Earth is a PEGI 12 casual fighting game designed to be enjoyable by both kids and their parents. It was released on Xbox 360 for Kinect and WiiU in October 2012. As a support for the development team from Ubisoft HQ, my goal was to help them achieve a great quality Read more about Marvel Avengers: Battle for Earth[…]
The Hip-Hop Dance Experience is a multiplayer dance video game published on Wii and Xbox 360 for Kinect targeting hip-hop fans, and players wanting to learn how to dance, providing a more “hardcore” experience compared to other dance party-games. My work for the team was essentially focused on two aspects: the menus (structure, navigation flow, Read more about The Hip-Hop Dance Experience[…]
Your Shape: Fitness Evolved 2013 was one of the line-up games of Ubisoft for the launch of the WiiU. Its promise was to gamify fitness, taking into account the new usages trends of technology and today’s game consumption (short sessions, community focused etc.) while, of course, taking full advantage of the new WiiU capabilities (double Read more about Your Shape: Fitness Evolved 2013[…]
Odyssey 21 is the laureate project of the RFP initiated by the city of Le Havre for the scenography of the new center of the sea and sustainable development that is still in development by the city. Led by the architecture agency Projectiles, our project is a desire to immerse the visitors into a liquid world Read more about RFP laureate: Odyssey 21[…]
Project initiated by the Aldebaran company, and realized during my training at l’ENSCI – Les Ateliers. Ido is a 1,40m robot of personalized help for elderly and disabled persons which is currently developed by the company. The design’s goal here is to bring sensitivity and create an emotional bond between the robot and their users. Indeed, taking Read more about Ido[…]
Homojo is a pico-projector associated with an Iphone dock. Its shape, inspired by the Japanese Origami, allows a big freedom of orientation on its different faces without any mechanical piece, making it durable and extremely easy to produce. Questioning the idea of industrial processing in regard of its usages, the projector’s shape serves directly its Read more about Homojo[…]
RFP initiated by the Centre Pompidou of Paris to design the new “Virtual Centre Pompidou”, a digital plateform that gather the integrality of the center’s content (collections, exhibitions, datas, archives…) as well as creating a “Museum outside the walls” accessible from anywhere. Our proposition, based on the possibilities of the semantic’s web, rests upon the Read more about RFP: Le Centre Pompidou Numérique[…]
“Le cueilleur d’étoile” (The Star Picker) is an illustrated children book depicting a lonely musician, living in a music-box, leaving his world for the love of a star with the desire to capture her. This book has been written as an initiatory tale, talking about love, belonging, respect and self-accomplishment. We created this book with Read more about Le Cueilleur d’Etoile[…]
Created as a request from the French institute of Bucharest, Walina is an interactive installation of 5 meters square suspended above the honor hall. Extreme simplification of the idea of screen, Walina projects a representation of the crowd in the hall, captured with a camera, in a very minimalist way. This chandelier becomes brighter and brighter Read more about Walina Installation[…]
Yomikata is an Androïd app helping people to learn Japanese through quizzes by reading practices and repetitions. The work presented here was the first version of the design I created. The experience was designed to be gamified, removing the boring aspect of the learning process: the workflow is then oriented around short-terms achievements, highlighting progress, and clear Read more about Yomikata Androïd[…]
Magee is a low-power adjustable wall lamp I designed for the Cinna design contest in 2010. The activation and positioning of the slabs are done naturally using the magnetism of their six sides. The user is brought to compose instinctively with the slabs and become, then, the creator of its environment, playing with the infinity of the Read more about Magee[…]
Finalist project of the contest “Le casque à vélo, pas obligatoire, juste indispensable” (Intramuros, Maif) in 2011. The mandate of the contest was to challenge, through the design lens, the usages of the helmet for a cyclist: portability, aesthetic, protection. eXo is an organic helmet based on non-Newtonian gels technologies. The soft gel which fill the whole Read more about eXo[…]
Realized as part as the first Museomix event in “les Arts Décoratifs”. “Murmure” was an opportunity offered by “Les Arts Décoratifs” of Paris to realize an interactive installation in the apartments of the famous designer Jeanne Lanvin which are in exhibition in the museum. The main focus was to bring the visitors into the intimacy Read more about Les Arts Décoratifs: Lanvin Installation[…]
During my mission in Orange HQ in Paris, I had to realize 2 projects, as the lead designer of the mobile design team. MesZapps is a platform developed to manage all the Orange apps: download, favorites, special feeds… Work done: UX, UI design and navigation paradigm for Androïd and Iphone. Read more about Orange et Moi[…]
My design work is influenced by many other art fields. To hone my intuitive perceptions I find it essential to continually improve my drawing skills in order to develop my aesthetic sense of colors, proportions and harmony. That is why, during my free time, I practice illustration and concept arts to “untie my hand”. Here Read more about Digital Illustrations[…]
I had the chance to visit more than 30 countries, and live in 5 of them so far. During my travels, I always had my cameras with me and gathered a consequent collection of pictures over the years. It still is for me a strong way of expression and one of my favorite hobbies. You will find below Read more about Photography[…]