PROFESSIONAL PROJECTS

SORTING CENTER

Genre :

Management, Casual

Platform :

PC

Developers :

Glimmer Games

Role :

UI/UX Artist - Freelance

Unannounced

Summary

Sorting Center is a cute 3D management and narrative game in which you play as P.C, a little robot who's charged with taking care of an abandoned package distribution center. As the new manager, it’s your responsibility to take on various tasks to renovate and bring the distribution center back to life. Help P.C to reconnect with his lost emotions thanks to the colorful characters you'll meet along the way !

I joined the project for a short freelance mission as a UI/UX Artist. This mission was to define the global UI art direction while following the Art Director's directions, as well as create placeholders so as to help with the production of their vertical slice. I also worked with Theo, the game director, on the user experience and various tests to make sure it would be as smooth as possible for the players.

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PROJECT KELPIE

Genre :

Adventure, Action

Platform :

PC

Developers :

Project Kelpie

Role :

World Designer & World Builder, previously Environment Concept Artist

Unannouced

Summary

In this game, you play as a young warrior accompanied by a faerie who travels around so as to restore the magic balance of their world after a strange corruption contaminated the lands and their inhabitants. Inspired by celtic mythology, this adventure will lead you through wonderful landscapes to fight mythical creatures whose conceptions of ally and enemy can be blurry.

Project Kelpie is currently under development and created by an international team (from United Stated, Spain, Russia, UK and France) on their free time. I joined the team in July 2024, first as Environment Concept Artist to assist the Lead Concept Artist. I then switched in November to focus on our World Building and its narration. I am working on building our different biomes, with their population, fauna and flora, and I am currently working on the drafts of their main bosses. I also assist our two narrative designers with shaping the stories of those biomes and bosses.

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SOON

LOST IN CAIRO

Genre :

Action, Adventure, 3rd person

Platform :

PC

Developers :

Outsiders

Role :

Junior 2D Concept Artist - Freelance

Available soon on :

Summary

Lost In Cairo in an action-adventure game with an open world. You play Soren in his travel through the desert looking for seven mysterious gems. Learn how to master your emotions by fighting formidable robots and explore the many secrets of a post-apocalyptic futuristic Egypt.

I joined the project as a freelancer for about three months to help building a solid base in terms of concept art for environments and props. So as to do this, I worked on the different villages and factions to give them the beginning of an identity, create symbols etc. I also participated in the conceptualization of the demo level by doing concept arts for environments, props and mechanisms used in the level.

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THEY'RE NOT MONSTERS

Genre :

Roguelike, Strategy, Adventure

Platform :

PC

Developers :

Belette Team Studio

Role :

Producer, Level Designer, QA, UI/UX - Stage

Available soon on :

Summary

They’re Not Monsters is a game mixing roguelike and real time strategy. You play as Albert Longtooth, proud son of inventors Dr. & Dr. Longooth, who mysteriously disappeared. They left you with a fully functional laboratory and an almost ready mind control technology. Transform ordinary citizens into great warriors with brain chips and lead your revolution to victory!

For this project, I joined the team as a design and producer intern. I worked mostly on QA and producing with the different members of the team, but I was also able to participate in the UI redesign with the help of the art team. Among my missions, I was also assigned some level design to help figure the direction we wanted to go towards.

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MIMICKY

Genre :

Adventure, RPG, Narration

Platform :

Android

Developers :

School project - Bachelor 3rd year

Role :

Game Designer, Art Director, 2D Environment & UI Artist

Available on :

Summary

Mimicky is a solo 2D/3D adventure game with a double gameplay developed as a school project in 4 months. You are Micky, a senior student at the Super Great Villains School. You’re about to get your diploma to finally be able to become a professional Adventurer Hunter. Yet, you have to show you can actually do it. Let’s say... Well, you haven’t been as diligent as you should have been the past years, so you’ll have to work hard to catch up. Learn new abilities to scare your fellow students disguised as adventurer in your school’s old dungeon and earn points for your final exam. Will you pass this year ?

My main roles were Art Director, in collaboration with Louise HUTEAU, and Game Designer. In addition to those two roles, I have also worked as: Narrative Designer / Writer, Concept Artist, 2d Environment Artist and UI Artist. I have participated in a few VFX and animations, as well as in the game trailer. Finally, I have also helped with project management while doing my internship on the side. Our first mission was to work on the art direction: moodboards, lineart stylization, color palettes etc. We took our time to make sure we could build a coherent style with both 2d and 3d. After that, I focused my work on world building and writing.

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COFFRE MAUDIT : NE PAS OUVRIR

Genre :

Adventure, Platformer, Multiplayer (2)

Platform :

PC

Developers :

School Project - Bachelor 2nd year

Rele :

Game Designer, 2D Environment & Props Artist, 3D Artist, UI Artist

Unavailable

Summary

Coffre Maudit : Ne Pas Ouvrir (Cursed Chest: Do Not Open) is a 2-player 2D/3D plateformer developed as a 2-month long school project.A pirate crew tries to steal the famous treasure of the Sea Witch. Unfortunately, as they open the chest, they anger the Sea Witch, who curses them. Transported to the other side of the island and transformed into a chimera, the captain and his cabin boy have to work together to travel through the jungle to save their crewmates. They will have to move deeper into the island, solve puzzles and avoid the traps set ahead of them, while avoiding the evil mist searching for them. Their goal is to reach the cave and close the chest - hoping this will be enough to appease the Witch for her to let them go.

I participated to the entire conception as well as game design, then took over the concept art for flora, environment and some props and finally UI. We worked on a cartoon style mixing 2D and 3D so as to have some fun with colors. When it came to gameplay, we went for an asymetrical gameplay that was easy to understand even for younger players.

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GAME JAM

Songe

Genre :

Solo, Puzzle

Platform :

PC

Game Jam :

Les Audacieux.se.s 2025

Role :

Game Designer, Level Designer, Narrative Designer

Available on :

Summary

Songe is a Dream Blower, a celestial being who enters humans' minds to help revive their buried dreams and make them shine again. As a young disciple of Morpheus, they're sent on their very first mission. However, when they arrive, the situation is dire, as the essences of the dreamers they have to help are broken ! Songe must then immerse themselves into their minds to try and fix their dreams and give their essences some color back.

Use your logic and your magic to find all dream fragments scattered in the minds of the dreamers. You can control Songe but also the environment to observe and find your way around the Dream Towers.

My mission on this game jam was focused mostly on narration and game mechanics. I wrote the scenario for the first tower and its dialogues and triggers. I also managed most of the game design and level design, with the help of Anna (Laneboy) : I was drawing all the concepts of our puzzles as well as the 2D layout of the tower, then Anna would build and improve them in 3D on Unity.

Team : Célia/Ackimi (Environment Artist, 2D Artist & 2D Animator), Anna/Laneboy (Environment Artist 3D, Level Designer), Louise/Tyllue (2D Artist & 2D Animator), Ambre/Megumin (Programmer) et Emma/Ox6moron (Composer)

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Minimodou

Genre :

Solo, Gestion, Casual

Platform :

PC

Game Jam :

En Live Game Jam 2025

Role :

Game Designer, Concept Artist, UI Artist

Available on :

Summary

Play as Nelly, a cute ladybug who just opened her very own post office. Accept the requests of the neighboring insects and relay their messages. Be careful though, writing is tough when you are a small critter ! Use stickers to try and convey the best you can the intentions of your clients, and try not to create misunderstandings !

Control Nelly and use the tools at your disposition to send your patrons' messages. Welcome your clients and listen to their stories. The sticker sheet allows you to transcribe the meanings of the messages, then you can use the old forgotten flip phone to type the right address. I hope you didn't forget how that good old T9 works !

I worked with the team on our game design then helped with our environment concepts. I also worked on the entire UI for the game.

Team : Champimo (2D/3D Artist), Kenza (3D Artist), NintendZombies (2D Artist), Dedj0 (GD, Dev), Morgan (Composer)

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SLEE'PING

Genre :

Party, Multiplayer (2), Local Coop

Platform :

PC

Game Jam :

2024 Scientific Game Jam Nantes

Role :

Game Designer, 2D Environment Artist

Available on :

Summary

You were having a nice dream… until the Pong Demon arrived to challenge you and your partner to a Ping Pong match! Beat him to wake up!

Slee'ping is a local COOP game where two players have to share a keyboard. The game was created in 48 hours during the 2024 Scientific Game Jam, from May 24th to May 26th, and based on a thesis by Thibault Delumeau : "Modélisation du geste et détection de la fatigue par reconnaissance de signaux mécaniques appliqués au tennis de table".

I took part in the game design phase of the project and then focused entirely on the environment, in a similar style to Swords of Ditto. I also animated the players’ rackets.

Team : Elise MARINI (GD, UI), Gaël MONTECUCCO (GD, Chara Design), Guillaume DOUSSET (GD, Dev), Trystan DIDIER (GD, Dev)

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MAKE ME LOAF

Genre :

Puzzle, Multiplayer (2), Asymetric Gameplay

Platform :

PC

Game Jam :

2024 Global Game Jam

Role :

Game Designer, Producer, 2D Artist

Available on :

Summary

You are a baker in the lovely town of New York in the 1920's. You're looking for new recipes, when your friend calls you with just what you need ! What your friend didn't tell you is that their cookbook may or may not be a forgotten part of the Necronomicon... Bake your bread and make sure to follow your friend's instructions, otherwise you might be eaten by your own bread !

Make Me Loaf is an asymetrical coop game where one player has to play the baker and the other has only the recipe and doesn't see the screen. Bake the most delicious bread... or choose to make the creepiest one !

For this project, my role was mostly focused on game design, as I worked on the cookbook and its riddles for each step of the recipe. The idea was to make a simplified version of Keep Talking and Nobody Explodes. I also took charge of the producing aspect of the game jam as we had a lot of artists in our team. This helped us have a better coordination and allowed us to go through the Game Jam serenely.

Team : Louise HUTEAU (Art), Gaël MONTECUCCO (Art), Tangui MAHEO (Art), Yannis CLOAREC (Art), Alexandre DELBECQUE (Dev)

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