work

OMNIS

2025 – Immersive & interactive art project // 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.

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

2024 – 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