Recent creations :
Reach out to me !
Why, hello there !
Pleased to meet you ! I'm Poire !
23 years old, non-binary (they/she), currently undergoing a Master's degree in Game design at the University Paul Valéry, in Montpellier.I view myself a swiss-army-knife girl : I want to make video games and for that purpose I need to tinker with every step of the process.
Even if specialization is necessary sometimes, I always try to keep a lot of work adaptability and flexibility.
My hobbies include traditional and digital art and improv theater, so I'm never afraid of to communicate with people and experiment with new ideas !I'm mainly looking for applications in GD, Tech Art or 3D modeling, but I am open to everything !Please, enjoy your visit on this portfolio~
Game design
Level design
3D pipeline
Programming
Ecdysis Disco
My missions:
For Charlie, getting out of his appartment is out of the equation now.Dive into this ex-musician's past in this emotional experience switching between soulful exploration segments and thrilling rhythm game sections.Relive the disco fever of the American 70s, mind the homophobia beneath the sequins, and help Charlie overcome his trauma and regain his love for music.
Specifications :
Tools : Godot, Blender 3D
Production time : Estimated 200 hours of work, split over a month
Team : Cosmic Goose Collective (Alyx Clément, Maria Tibbo, Maeva Morlet, Madelyne Peteuil)
Game design
Rational game design for the three main mechanics including the QTE : atomic parameter arrays and variety matrixes.
Designing mechanics and gameplay loops that could communicate anxiety and denial. (see GDD p.11-22)
Researching the Ryhytm-Based-Action Game Design Pattern to subvert it.
► Check out the full GDD here ! ◄
Atomic parameter array and variety matrix for the "Playing Music" mechanic.
The pillar of this mechanic was to create a sense of organic progression tied to the evolution of Charlie's emotional state.
Programming
Project hierarchy and script structures were built to be easily manipulable by other teammates on the project and ease integration.
Fixing the raycast and adding various environmental feedbacks (dancing notes on the piano, opening the correct door after a section is finished...)
Implementation of scene transitions
Design and integration of the QTE Managment system
► Communication between notes instances and the scene-level Manager
► Note status handling : missed, failed, or suceeded, correct instantiation and deletion of the notes
Farandole
Farandole is a turn-based roleplaying-game for at least 4 players.
Pairs of masters and servants dance around the table, trying to be the first to unmask their other half.
Adorning their masks with colorful (and powerful) cloths and garments, they'll scheme and plot until their winning outfit is ready, starting the final parade.
But be wary not to be outwitted by your fellow dancers ; the more one disguises, the more they reveal about themselves...
► Download the rule book here (in french) ! ◄
Specifications :
Paper prototype
Production time : Estimated 24 hours of work, split over a month
Team : Paul Guyot, Lauris Geoffret, Zora Gordon
My missions:
Defining the winning and failure conditions
Designing the roles and goals of the character
Tweaking the interactions between actions and characters
Cutting and assembling the cloths
This games seeks to be a demanding but engaging experience, with a rewarding learning curve. As they develop skill expression, players will understand how to control the game's random elements and deduce the hints each role leaves in their wake.
We led extensive research on the semantics of the costume, the phonetic of our mechanics' names, and the physicality of how players would manipulate our game pieces, in order to create a meaningful, cohesive and immersive experience.
If you want to learn more about the game's intricacies, download and read the rulebook here !!
Chacun caché par ses dorures, masqué par ses ornements · Décorant sa figure, devant le miroir se concentrant
Se concentrant à déconstruire, À disséquer les identités · De qui doit-on frémir ? À qui peut-on s'allier ?
Fursona Generator (prototype)
My missions:
The Fursona Generator is envisioned as a tool for the furry community, in order to help people iterate and visualize their characters better during the creation process.Each press of a button generates a unique character, picking a color arrangment logic and combination of body parts.This project is planned to be developed further, increasing the amount of available meshes, and allowing users full control over the generator's parameters via sliders.
Specifications :
Softwares : Blender, Unity 3D (C# programming)
Production time : Around 20 hours of work, split over a month
Solo project
3D modeling
Creation of modular meshes for the body parts (head, body, tail).
Designing simple, coherent fur patterns with few material slots to ease random material attribution in engine
Programming
Spawn and randomize the body parts and their materials on player input (in C#)
Despawn already generated bodies and clearing in-engine lists to prevent missing GameObjects and useless RAM usage.
Create three color arrangment logics (the "funky" factor) by manipulating the materials' HSV values depending on the first randomly picked color
Funky factor 1 : Darker limbs and lighter belly and throat. Main color is respected but limbs tend to get closer to black.
Funky factor 2 : Limbs are lighter to create "sock paws". Main color goes to the belly and influences the other body parts.
Funky factor 3 : No more color palette, all colors are random. Saturation pushed to the brim. Perfect for fluorescent fursonas.
Offboard is a strategic puzzle game depicting the convergence of individual emancipations under an oppressive authoritarian game-board world. Solve sliding puzzles with two solutions to help the Meeples reconnect to their hearts, and beware of the Regulators who will enforce order.
My missions:
Specifications :
Production time : 2 months for initial presentation + 3 months of polishing (finished product is a prototype)
The team : Paul Guyot, Alexande Poulteau, Lilou Colin
Softwares : Unreal Engine 5 - Substance Painter - Blender
My contributions :
Character design
3D asset production pipeline (Mesh sculpting, triangulation, UV mapping, texturing, rigging, animating)
Integration in UE5 (Cloth Simulation, Texture Maps)
Mesh sculpting
Texturing
◄ UV mapping used a checker texture to ensure correct alignment of the mesh's faces.Different materials were assigned to the mesh in Blender in order to ease texture application in Substance Painter. ►(More infos on texture maps in the intégration section)
Software : Blender, Substance Painter 2021
Animating
After the animations were done in Blender, came the second step of the process with Unreal Engine.
The mesh's colliders being set, it was time to set up some physics in engine.Unreal Engine's Cloth Simulation allowed to paint over vertices with a specific material, creating elastic and flowing effects, reinforcing the animation's dynamism and
story-telling. ►
Software : Unreal Engine 5.1
◄ Each character has two animations : idle and walking.
Characters were designed with few limbs to limit the number of bones, and ease rigging and animation process.Rigging was made in Blender with the the use of inverse kinematics. Blender also allowed the use of the Cloth modifier to experiment and preview desired cloth behavior for future integration in UE5's Cloth Simulation
Software : Blender
Integration
◄ After being realized, the normal and texture maps were implemented in UE through the Material Graph interface.The newly formed UE materials were then attrbuted in the Skeletal Mesh's corresponding Material Slots.The integration also involved setting up the blueprints assets with the correct animations and skeletal mesh.
Software : Unreal Engine 5.1
Commissions
The secret door has opened once more. Thank you for taking interest in my work. ♥
Below you will find my prices, Terms of Service and contact info. For any further information, feel free to contact me using the links at the bottom of this page.
Price sheets
The examples listed below are only for Illustration works.
I can, however, work on anything that falls within my skillset (graphic design, visual identity, animation...)
If such services interest you, contact me asap.
Sketch
Headshot - 25 €
Halfbody - 30 €
Fullbody - 40 €
Colored sketch
Headshot - 45 €
Halfbody - 55 €
Fullbody - 66 €
Shaded + colored
Headshot - 55 € · · · Halfbody - 70 € · · · Fullbody - 80 €
Card illustration
(Shaded + colored only) - 90 €
Printed foiled card
(Shaded + colored only) - 120 €
(additional fees might be requested for overseas shipping)
-> 1 additional character = + 50% of the original price
If your character is extremely detailed (pairs of wings, mecha suit, complex armor plates),
additional fees will apply depending on the level of extra complexity.
These will be discussed directly with you until we reach an agreement.
Backgrounds :
No Background/Flat color : Free !
Geometric shapes or abstract background : + 5€
Detailed scenery (props, items, landscape) with one layer of depth : + 10€ to +20€ depending on complexity
Detailed scenery with multiple layers of depth : + 30€
Terms of Service
By purchasing a commission from me, you agree to the following terms :
Working process and payment :
If multiple clients have submitted a commission request at the same time, I will begin by working on the commission that will require the lowest amount of time to be completed, unless there is a specific deadline on your side.
For example :· a fullbody sketch would take priority over a shaded+colored headshot· a colored sketch headshot would take priority over a shaded+colored headshot + background
If payment has already been done, and I have begun working on your commission, your place in the queue will not be affected if another client submits a request. They will be queued after you, and work on your commission will continue uninterrupted.
When I start working on your commission, I will send you a preliminary sketch just before I move on to the next step of the process. I will ask for payment when this sketch is delivered to you (and if you are satisfied). This precaution is to prevent abuse from scammers and art thieves.
Payment method will be discussed before the work on the preliminary sketch.
I will send you regular updates at key points of the process (line, flats, shading…) so you may be informed of how the creation is going, and to let you input your feedback and suggestions !
Rights and diffusion
You own the diffusion rights to the commission under the following clauses :
You will be delivered both a Glazed and a non-glazed version of your commission. (Glaze is a software that protects art by applying a layer of artifacts on it, in order to confuse AI learning models that steal art posted on the internet. More info on that here ! )
If you are to post the piece online on your social media, platforms or private servers, please remember to only use the Glazed version in order to protect my artstyle from generative AIs.
The unGlazed art is for personal and private use only (wallpaper, profile pictures, printing, etc.)
You are obligated to credit me if you repost the commission (wips or finished version) elsewhere on the internet. You are not allowed to remove the watermark from one of my works.
Similarily to clause n°2, you are not allowed to mint my work on the blockchain, make it into an NFT, nor use the commissioned artwork for training an AI model of your own.
I have the right to refuse or cancel a commission at any given time depending on cicrumstances (you will be refunded accordingly to the amount of time I spent on it)
Contents I will not draw
SFW
Hate symbols, hate speech and far-right propaganda
Representations that are harmful to oppressed minorities. These include but are not limited to : racism, sexism, LGBTQ+phobia, islamophobia, validism
Representations of existing people, dead or alive
Stolen characters, or characters that have been generated through AI
Gratuitous gore and offensive material, except in specific contexts (Body Discovery Announcements for a Danganronpa fangame are okay, a realistic decomposing corpse is not. Do not hesitate to ask me if you have any doubts about your commission idea, i am not 100% closed off to doing gore.)
NSFW
All previous items from the SFW portion apply here as well
P*dophilia and z*ophilia (includes NSFW of minors, cub and/or feral characters)
Scat and stuff relating to ABDL
Non-consensual intercourse/r*pe
Incest
Illustration
Art gallery
Art and portraits allow me to explore various universes and to be versatile in my practice.
Besides digital and traditional painting, I enjoy playing with various elements and items to insert in my collages.
Their value, aesthetic or emotional, enhances that of the painting to make it truly unique.
Tarot cards
Ink Black
Tarot has been used as a means of predicting the future for ages. Regardless of wheter one believes or not in these practices, the arcana hold archetypal meaning that allow for multiple aspects and representations. These cards are tailored to key moments of my existence that fit the essence of the arcana they seek to depict. The black background focuses the attention of the patterns and motives, making them even more pristine.
Format : 6x11cm
Current arcanas : Death (XIII), Justice (VIII) Judgment (XX), The Stars (XVII), The Hermit (IX), The Lovers (VI), The Hierophant (V), The Sun (XIX),
The High Priestess (II),The Tower (XVI), The Devil (XV)
Design Projects
Web design
Collectif Theatrajeunes is an association composed of young adolescents and adults (13 -21 yo) that writes, adapts and stages plays.
As the domain name for their old website was changing, I was commissionned to help them transition into their brand new appearance.
made using carrd.co
(please refresh the page is the video does not load properly)
▼ The main mission was to keep the old visual identity (based on the logo and the general structure of the old site), while making new assets and pages for the recent plays. ▼
▼ The site was designed to be fully responsive on every standard screen▼
Communication
◄ Flyers and poster for the marketing campaign of "Appartement 61" , Collectif Theatrajeunes' latest play (2022).
The play being a murder mystery, the communication was centered around an ARG/puzzle game taking place in real life and on social media. ▼
The two main objectives of this campaign were retaining the interest of our core target, mostly comprised of older people, while winning the interest of new, younger audiences by using more interactive communication methods.
To reach older audiences :
Flyer distribution at the outdoors market (hot point for event communication)
Regular social media presence on Facebook
Info spreading by word-of-mouth (the play being held in a small city, this was actually pretty relevant to mobilize a network)
To reach younger audiences :
Emphasis on the puzzle game through the flyers
Regular social media presence on Twitter and Instagram
Regular updates of our website's main page in order to build the hype
Flyers distributed : ~350
Total number of attendances (70 seats in the room) : 225
Saturday 4PM : 55/70
Saturday 8PM : 70/70
Sunday 2PM : 30/70
Sunday 5PM : 70/70
◄ This flyer was co-created with Grégory Lechat to communicate on the play Of Mice and Men (2019), adapted by our troupe Collectif Théâtrajeunes, from the eponymous book by John Steinbeck. The character of Lennie (and most importantly, his hands during the climax scene) having a key role in the play, it was essential to enhance that aspect on the flyer.Moreover, the looming atmosphere of the visual predicts the tragedy which ends the story. The flyer's meaning becomes totally altered once the play is finished.
Visual identity
La Truffadaise
Construction of the visual identity of a food-truck scouring the roads of Cantal(France), producing traditional dishes made with products from local and biological agricultureThe target was young students and workers that needed to eat food in a small amount of time, hence the choice of the emojis(as well as the dish in the logo) which are universally recognizable.
◄ Elaboration of a storyboard for a fictional ad on the food truck
▼ Mockup for the menu
▼ A paper model was crafted to help visualize the truck's visual identity ▼
Research paper
Research paper made for the penultimate semester of my DNMADe curriculum. Written in french.The paper aims to adress the designer's social role in the fabric of information media, and the violence(s) resulting in the exertion of such a role as of today.PLEASE TAKE NOTE THAT WE WERE LIMITED TO 10 000 CHARACTERS.
Should you be interested, you will find more in depth-analysis of the matter in the annexes at the end of the document.
Download the .pdf here
Animation
2D Animation
In front of the lockdown, we aren't all affected equally... So laziness and weariness are quick to take place. Hopefully, we can also laugh of them.
Made in 2020. (Photoshop/After Effects) (Music: veg out - underscores)
A wandering insect exhales its last breath in the heart of the Greenpath. The animation was done exclusively on After Effects, and depicts a scene based on the indie game Hollow Knight. (1'35)
(After Effects) (Music : Greenpath - Christopher Larkin)
Animation realized for the first chapter of the interactive book "Le retour de la Bête" by Jean-Luc Marcastel.
(Photoshop/After Effects) French audio. Voice : Jean-Luc Marcastel
Overwatch agents - Behind the dream
António "Tónio" Borges is a reinterpretation of Torbjörn from Overwatch, made as a group project for a class on the mechanics of subversion.We chose Torbjörn because of the contradictory aspects of his character : he is a fantasy dwarf in a real world setting, and is introduced as an engineer but represented as a blacksmith.We focused on giving the character a shallow outside, with the racist Portuguese mason cliche, hiding behind it the brutal and human reality of an exploited handicapped worker, robbed of his merits and pride.
Specifications :
School project (2 weeks)
Group size : 5 people
My contributions :
Lore conception
Research on Torbjörn and the dwarf trope in Blizzard games
Weapon design (Jackhammer concept. Art done by Simon Bosser)
Ability design
La Tour (The Tower)
Specifications :
School project (3 weeks)
The team(mate) : Lauris Geoffret
My contributions :
Character design, animation, and integration
Level design
Partial programming and implementation in Unity
Realized in collaboration with Lauris Geoffret, La Tour is a prototype for a puzzle-narrative linear exploration game, in which a young artist longs to climb a wondrous and mysterious tower, ruled by a despondent and authoritarian Mouth.
A short level prototype was made on Unity to demonstrate the game's mechanics
The game's aesthetic is heavily based on russian avant-garde constructivism (Tatlin) and Kasimir's Malevitch's work, and aims to criticize the class violence of the art world and the ideological elitism of bourgeois art.As the core idea of the game is to play with what is condisered sacred and artistically canonical, the two main mechanics are the ability to rescale and rotate items in the environment (respectively wth with the LMB/RMB and mouse wheel). The player character can also use this ability on themselves.
As they progress through levels based on famous abstract and figurative paintings, the player will have to toy with the bits and pieces of the presented art work to find an elegant and creative solution to the puzzle.
Not Stopping
◄ Not stopping is a thrilling strategic card game prototype where you play the role of the EU in the conflict between Ukraine and Russia. The project was created using agile methodologies (SCRUM and 7-3-1).As a "spect-actor" of this war you will have the choice to intervene, stand back or even do nothing. It is entirely up to you yo make the right decisions in order to push back the red front line and help Ukraine recover its stolen territories. But be smart and careful ; don't burn your resources... or end up getting burned yourself.
This project was brought to life as a commission for the periodic Le Monde Diplomatique. ►
Specifications :
School project (2 months - 10 hours for the paper prototype)
Team : Julie Jacques, Emilien Marchal, [Alyssa Delord]
Methodology : SCRUM and 7-3-1, group organization with Trello and work diary.
My contributions :
Game design (mechanics)
Asset creation (cards on the right)
Documentation and research on the subject
Woof : The Uprising
In a galaxy far, far away, a space-travelling dog crashlands on the planet of the pigs. The frenzied chase of his beloved ball will wreak havoc on the porcine's society. A wonderfully fun and stupid game made during Paul Valery University's 2023 Game Jam.
The game is available on itch.io ! Play it here :
Specifications :
My contributions :
Level design (verticality, guiding the player towards the end of the level)
Asset integration
Game design (help on designing and polishing mechanics)
UI (design and implementation of the menu)
◄ Early level design sketches for the main level and starting room ▲
The main objective was to create a very vertical level with lots of angles. That way, the ball can bounce around everywhere and break almost everything. That, in turn, makes the player frantically chase it around, as they enter the state of mind of a dog playing with its ball.
The location of the pigs in the level was also thought out. They are either placed in the ball's most likely path, in dead ends or near breakable furniture. This allows for more comic relief as the ball and the players actions create 'accidental" situations (or straight up turns into cruelty)
◄ Quick storyboard for the introduction and ending cutscenes. ▲
▼ Sketches for the menu screen interface structure ▼
IKEA Adventure
IKEA Adventure is a text-based adventure game meant to resemble the classic Colossal Cave Adventure and "choose-your-adventure" books.Trapped inside a labyrinthic IKEA, you must find your way outside while dodging any and all social interactions. The game is both sprinkled with cynical humor, and programmed entirely in Python as part of an assigment.IKEA Adventure places the enemies, buffs, and elements necessary for progression in the dungeon procedurally.
Each run is different than the last !
Stroll
Stroll is a game concept developped for the entrance exam of the CNAM-ENJMIN. The game was designed around the theme "The path is created by walking" Below you will find some concept art examples for the game.
You can find the game design document **here* !*
▲ Concept art for the three levels of the game, the field, the river, and the moutain. ▲
Stroll is a puzzle game with horror elements and tile-based movements, taking place over three levels. You play as a kid and a dog, fleeing from an unfathomable entity that rots everything it comes in contact with. You create your own path by pushing the tall grass that blocks your way, but doing so creates a trail that the entity will use to follow you. It is up to you to show wits, cunning, and take advantage of your surroundings to block the entity's path and outrun it.
The game alternates between puzzle-solving phases in which the player is trying to flee from the entity, and safe exploration phases where the game is allowed to build lore through environmental narration. In these the player will come across the remnants of three character's lives, exposing their views on death and weaving a philosophic narrative across the course of the game.
◄ The two protagonists are nameless and genderless, to facilitate player projection and theorization onto them.Their design is thought out to contrast a lot with the background and environment (minimalist, flat, bright shapes vs oily textures and details), allowing for clarity and easy identification.The color red represents them and binds them together : it is only present on their sprites and some assets that are designed to indicate to the player that they're on the right path.
▼ Concept art for some of the assets of the exploration phases. The desired render would be close to oil painting, with desaturated colors but high contrast, aiming for an atmosphere where time seems to have stopped.The goal is to evoke still life and vanitas paintings, reinforcing the game's theme of ever-lurking death.This choice also hosts a double meaning : paintings themselves being organic and prone to decomposition, using such a texture for the environment makes it feel vulnerable to an onslaught from the entity at any moment. ►
Alien Hunter Utsuho
Creation of Alien Hunter Utsuho's assets during the Touhou Fan Game Jam 6, over the course of 3 days.
(in collaboration with FeneralGefnirski on the graphic design)
The game is a top-down puzzle game with a 16x16, black border pixel art artstyle. The enemies move at the same time as the player, who posesses a laser that charges after 6 steps have been taken. The player must move wisely in order to align the enemies, and dispose of them with a single precise laser strike.
As this is a fangame, the characters are from the 11th and 12th entries of the Touhou franchise.
▼ Shooting sprites of the player character (forward facing was not made by me, so it's not included here) ►
▲ Stage clear and Game Over sprites (with Orin carting either the enemies' remains or the player's corpse)
Sprites for the boss of the game, Nue Houjuu (idle and channeling) ▼
LHC-styled huge machine (also the portal through which the enemies are coming from ►
A few environmental/effect tiles (teleport, conveyor belt, obstacle)▼
▼ Different assets have been prototyped as fast as possible in order to be used as placeholders, until the final productions were implemented in the game.▼