work

alma (2026) VR experience

Roles: Creative Director, Narrative Designer

Alma is a narrative virtual reality experience that explores the notion of digital identity (the traces we leave online, on social media for instance) and the way this digital identity outlives us after death. The experience invites you to talk with the alternate ghost of a 25-year-old woman who died in 2025, Alma (which also means "soul" in Spanish). It becomes hard to separate the young woman from her digital identity, so present and vivid does her personality feel: Alma has wit, humor, opinions about things, and personal tastes. But this digital persistence isn't really Alma either. She has no access to her memories, nor to the feelings that ran through her when she was still alive; in the end, she's nothing more than a cluster of data trapped somewhere in a machine. And she probably isn't the only one.
This VR experience came to life during the XRCC 2026 hackathon, at the end of which we produced a prototype that earned us a place in the finals. We are currently continuing the development of Alma.

/watch trailer
omnis (2026) interactive installation

Roles: Creative Director, Game Designer

Throughout history, creating has been a fundamental human impulse, a way to give form to life. But as our tools become more autonomous, creation itself begins to shift. Who brings new forms into being today: the human, or the machine? Omnis is an immersive and interactive experience I’m currently developing, one that invites us to confront this blurred frontier.

the art of transgression (2025) professional thesis

game studies

The rise of interactive experiences in museums and para-museum spaces increasingly leads the public to cross boundaries that these institutions have historically and socially constructed. Where approaching, touching, or shouting was once prohibited, the exhibited devices now call upon what this thesis refers to as the transgressive gesture: an act of interaction that mobilizes the body in the human-machine dialogue, in tension with the still highly codified norms of these spaces. My initial hypothesis placed the responsibility for inhibiting this gesture primarily on the institutions themselves. Field observations, however, reveal a more complex picture. Yes, the sites do inhibit, but this inhibition also stems from other parameters such as the material conditions of the devices, the self-imposed limits of the public, and the weak recognition given to the interactive act. It is in this perspective that the conclusion proposes a three-step design framework: encourage, reassure, reward. This framework also calls upon institutions to clarify what they expect from their visitors, while acknowledging the notion of transgression that interactive art necessarily introduces into their spaces.

/read (french)
nour (2025) adventure game

Roles: Creative Director, Narrative Designer, Sound Designer

Nour is a third-person 3D adventure game, developed as our graduation project. It centers on a young woman making her way through a Lebanon consumed by an Eternal Night, tracing the fading clues that might lead her to her missing mother. As players make their way through the environment, they uncover remnants of memory, explore forgotten places, and come across individuals whose presence quietly shifts the emotional weight of the journey. A lantern, carried by the protagonist, plays a key role, not simply for light, but for its ability to expose cultural fragments and reactivate mechanisms left in silence. Nour is shaped as a fable. One that speaks of loss and resilience, but also of the delicate threads of hope we hold onto when everything seems to vanish.

/learn more on itch.io
bourgeons de science (2025) interactive installation

Roles: Creative Director, Sound Designer

Developed in collaboration with MAPP France and accompanied by an original composition from musician Perceval, the experience invited visitors to interact using Xbox controllers, triggering the growth of a virtual plant wall projected onto the museum’s façade. The installation was designed as a tribute to inventors and their inventions, in response to a specific request from the museum. It unfolded across four simultaneous scenes (each tied to a different inventor) allowing up to four participants to play together. Each player was associated with a distinct color, corresponding to their controller, and had to perform in rhythm with the music to grow their section of the wall. The outcome depended on everyone: the wall only reached its full growth (and the inventions appeared) if all four participants succeeded. The gameplay was carefully designed to be intuitive and accessible, with simple controls and clear visual feedback, allowing anyone to take part. The museum’s façade also shaped many decisions, as the projection had to respect and blend with its architectural features.

/watch event footage
the rite (2024) short game

Role: Game Designer

You play as a void tasked with completing a mysterious rite: collecting four gems. The game is intentionally difficult, not to frustrate, but to mirror the quiet pressure we feel to perform; to meet expectations, to prove that we're legit.

/play on itch.io