Pierre Neveu — Technical Game Designer

Master Game Design student at ICAN Paris, after a Bachelor at LISAA Game/Animation.

In search of a work-study program as a Technical Game Designer.

Versatile, curious and motivated.

Open to work-study

01 /PROJECTS

Full game projects — the big ones I shipped as part of a team.


Sînnaya is a third year group game project based on approved pitch.

UnrealBlueprintPuzzleExplorationTeam of 9

Glory of Gods is a second year group project. It is a board game made under the theme of the MOBA videogame genre.

Board GameMOBASystem DesignTeam of 6

Rogue Necromancer is a unfinished second year group game project with the theme of a mobile game with monetisation.

UnityC#RoguelikeMobileTeam of 3

Monolyss is a second year group game project with the constraints of Escape Game game genre, Black and White colors, and top-down camera.

UnrealBlueprintPuzzleEscape GameTeam of 13

Rural Threats is a first year game design group project under the theme of 21st century Rural China.

UnityC#StealthExplorationTeam of 3

02 /PROGRAMMING

Small-scale programming projects, workshops and personal experiments.


COPYCAT

COPYCAT was a second year programming workshop based on copying the gameplay of one of this ad and adding another mechanic of our own, while keeping the same gameplay.
Click on the picture to access the build.

UNITY DEFENDER

Unity Defender was a second year game feel workshop where we had gameplay code already made, with no graphics and no game feel, and we had to add game feel and smoothness.

UNITY RAIL SHOOTER

Unity Rail Shooter was a second year programming workshop based on the Rail Shooter game genre with the base code done in class, where we had to do the level design for a short gameplay, and add game feel.

ONE BUTTON GAME PROJECT

The One Button Game Project was a first year project made in duos that had as constraint to only use one button for gameplay. We decided to make a music-based rythm game.

UNITY PIKMIN PROJECT

The Pikmin project was a second year programming project where the task was to reproduce the most seemingly possible a pikmin's movement and the throwing movement.
Click on the picture to access a video.

RESIDENT EVIL PROJECT

The Resident Evil Project was a first year programming project made in duos where we had to recreate a game experience with the Resident Evil 1 camera.
Click on the picture to access a build.

BALL FIGHT UNITY (WIP)

The Ball fight project is a small work in progress personal project made on unity based on the mobile game "Weapon Ball Fight".
Click on the picture to access a short video of the progress.

GLORY OF GODS UNITY (WIP)

I am remaking Glory of Gods, a second year board game project, in unity, with the objective to gamify more some aspects with the help of the engine, and make it a fun videogame.
Click on the picture to see a short video of the progress.

03 /DOCUMENTATION

Game analysis, deconstructions and written design work.


ANALYSIS AND DECONSTRUCTION : DRIVE AHEAD!

This document was a second year exercise with the guideline of analyzing a mobile game following a given methodology. I chose to analyse the game "Drive Ahead!" on terms on retention, gameplay, monetisation and other aspects.
Click on the picture to view the document.

ANIMAL WELL ANALYSIS

This document was a second year exercise in two parts: one text document and one powerpoint presentation. The goal was to make an overall analysis of one game of our choice, based on some critaries.
Click on the picture to view both documents.

NOTIONS LESSONS

This mix of lessons was part of an exercise in first year, where I had to make small analysis/lessons of any game-related subject I wanted.
Click on the picture to access the notions website.

ULTIMATE SYSTEM : NO ID

This document was a third year duo exercise, where we had to make the system of a game based on a given pitch.
Click on the picture to access the document.

WORLDBUILDING WORK : ELYARIS

This document is a first year creative exercise in trios where we add to create a small world based on Hard Worldbuilding.
Click on the picture to access the document.

WORKSHOP INTO THE SPACE

The Into The Space Workshop was a third year Level Design workshop which instructions were to make a level design of a FPS based on a given Paris place. The one I had was "La Villette".
Click on the picture to access a build.

Pierre Neveu

Technical Game Designer

SUMMARY

As a Technical Game Designer, I bridge game design and programming to create and iterate game experiences, with a focus on prototyping and gameplay systems.

FORMATION

2023 : French Baccalauréat, Mathematics and Computer Science Specialty (Mention Assez Bien)

2026-2028 : Master Game Design, ICAN Paris (ongoing)

2023-2026 : Bachelor Game Design, LISAA Paris

Skillset

Unity Unreal C# Blueprint Game Design Level Design Narrative Design Gameplay Programming

RURAL THREATS


UnityC#StealthExplorationTeam of 3
Walkthrough (click on the image for the video):

Concept :

Play as Xiǎo yǒu líng, a chinese girl abandonned due to the only child law in China, raised by her aunt, who just died at the start of the game. In order to survive, the young girl needs to flee to the border, and on her way, she will need to flee from police, change identities with passports and help villagers she will come accross.

Game Concept Document
Game Build

Project context :

This project was made as part of a first year project at LISAA under the theme of 21st Century rural china. The goal was to make a Game Concept in groups of three (1 Game Designer, 1 Game Artist and 1 Technical Artist) and, optionnaly make a small programmation project out of it.

Details :

  • - Engine : Unity
  • - Target : Infiltration/Exploration Enjoyers
  • - Genre : Exploration Game
  • - Length of development : 4 months (Feb - May 2024)

Work :

  • - Gameplay Programmer : I coded a crouching system, a detection cone for enemies, a key-door system, an NPC system, a distraction projectile system and took care of debugging.
  • - Game Designer : I designed the 3C, the gameplay loops, the game concept, the story and the documentation.
  • - Level Designer : I designed the game build's level design.

GLORY OF GODS


Board GameMOBASystem DesignTeam of 6
Visuals :

Concept :

Fight in two teams of Gods to claim the title of the King of Gods ! In this team board game, collect prayer points and pour them into your enemies towers and destroy their base to win !

Rule book

Project context :

This project was made as part of a second year board game project at LISAA under the theme of making a board game that represents the most a MOBA(game genre) . The goal was to make a complete board game in groups of 6 game designers.

Details :

  • - Platform : Board Game
  • - Target : MOBA Amateurs/ Experts Board Game Players
  • - Genre : Board Game
  • - Length of development : 3 months (Oct - December 2024)

Work :

  • - Game Designer : I highly participated in the game concept. I also designed all the characters skillset, their passive and their abilities. I did with another student the global balancing and created the combat system. I also participated in creating the rule book.
  • - Level Designer : I participated creating the level design, especially the two jungles and their content.
  • - UX Designer : I designed the character card disposition, to optimize the understanding of the player.

ROGUE NECROMANCER


UnityC#RoguelikeMobileTeam of 3
Walkthrough (click on the image for the video):

Concept :

Rogue Necromancer is a rogue-like game where the player takes on the role of a necromancer who must build the most powerful army to survive endless waves of enemies. Thanks to your occult powers, you will gain strength with each enemy defeated and will be able to strengthen and expand your army. Find the best combinations of units and skills to make your army unstoppable!

Game Concept Document
Game Build

Project context :

This project was made as part of a second year game project at LISAA under the theme monetized mobile game. It was left unfinished because of external reasons, at the 3C prototype stage.

Details :

  • - Platform : Unity
  • - Target : Casual Gamers
  • - Genre : Reverse Bullet Hell / Roguelike
  • - Length of development : 1 month (February 2025)

Work :

  • - Game Designer : participated in concept creation, especially the character design and enemy behaviors.
  • - Gameplay Programmer : coded the character controls and movement, the combat system, the summon system and participated in the leveling system and UI integration.

MONOLYSS


UnrealBlueprintPuzzleEscape GameTeam of 13
Walkthrough (click on the image for the video) :

Concept :

Play as Laïka, a mutated dog who survived a nuclear incident, escape the underground of the incident, by controlling two creatures with her : one can produce light, and the other can phase through certain walls.

Game Concept Document

Project context :

This project was made as part of a second year project at LISAA under the constraints of escape game as genre, black and white in art style, and Top-Down Camera. The goal was to make a vertical slice in groups of thirteen (4 Game Designers, 6 Game Artists and 3 Technical Artists)

Details :

  • - Engine : Unreal
  • - Target : Puzzle Game Amateurs
  • - Genre : Puzzle Game
  • - Length of development : 3 months (Feb - April 2025)

Work :

  • - Gameplay Programmer : I programmed the movement of both the companions, most of the props functions (levers, pressure plates, light blocs, etc...), the entire light reception system, the menus and the light companion capacities. I also created both the blockings of the levels.
  • - Game Designer : I highly participated in the game concept and the 3C. I created both the companions abilities, the documentation, the game loops, and the game structure.
  • - Level Designer : I designed entirely the first level and participated in the second level design.

SÎNNAYA


UnrealBlueprintPuzzleExplorationTeam of 9
Walkthrough (click on the image for the video) :

Concept :

Sînnaya is a puzzle/exploration game where you play as Sînnaya, priestess of Syn, God the moon, who explores a Ziggurat, which is a mesopotamian temple, in research of Ishtar, goddess of fertility and war, also daughter of Syn. Use a scepter that reveals invisible objects to solve puzzles and riddles in order to find Ishtar.

Game Concept Document
Rookies entry

Project context :

This project was made as part of a third year game project at LISAA under the theme of a chosen pitch. The goal was to make a complete game experience in groups of 9 (3 game designers, 4 game artists and 2 tech artists).

Details :

  • - Platform : Unreal
  • - Target : Puzzle game enjoyers
  • - Genre : Exploration/Puzzle Game
  • - Length of development : 8 months (October 2025 - May 2026)

Work :

  • - Game Designer : I highly participated in the Game Concept and the 3C (especially the camera and the character). I designed entirely the invisibility system, the crystals riddle, the fountains riddle and the abacus riddle
  • - Game Programmer : I programmed the crystals riddle, the platforms riddle, the invisibility zone mechanic, the scepter throw mechanic, the localisation of the subtitles in game, the volume changer UI, the invisible objects system, the haptic feedbacks and I participated in the other overall tasks.
  • - Level Designer : I designed the level design of the crystals riddle, the placement of the statues in the fountains riddle and of the murals in the abacus riddle, and participated in the level design of the two rooms.