Paul Barbier work email
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Paul Barbier personal email
Level Designer with 3+ years of experience, previously at Dontnod, Artefacts and Osome StudiosI love to create spaces that makes the player feel connected with the game's world and narrative.-Experienced in the process of level conception, including pitching, blocking out gameplay areas, gameplay integration and mission/behavior scripting.Also been used to do some basic modelling and mocap animation integration/documentation.
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Level DesignerArtefacts Studio Jun 2021 - Jun 2023Villeurbanne, Auvergne-Rhône-Alpes, France- Creation of Main & secondary story levels from conception to debugging stage, including initial researches about areas, pacing, gameplay and walkthrough propositions- Helped with Game Design concepts reviews & brainstorming, along with procedurally generated maps intentions/tweaking- Creating and maintaining level design documentation using layouts, flowcharts... Improving consistency through all gamemodes including procedurally generated maps- Blocking out gameplay areas using blockmeshs & terraforming in Unreal EngineIncluding AI placement and tweaking, cover and interactable objects...- Design, formalization and communication of technical scripting & developing tool needs using flowcharts & behaviors trees- Mission & Walkthrough scripting using the Unreal visual scripting & custom-made tools- Basic set/propdressing- Quality assurance and iterating on my own work, on internal and external feedback- Bugfixing -
Level DesignerOsome Studio Sep 2020 - May 2021Le Mans, Pays De La Loire, France- Creation of The Swamp & Gargamel's hut levels, from conception to debugging stage, including researches about pacing, gameplay and walkthrough propositions (Worked with other designers on Gargamel's hut level)- Presenting level documentation to synthesize & communicate my intentions to leads- Blocking out areas using custom-made blockmesh libraries in OEngine- Creation of several ‘action blocks’ scenes in editor to quickly test/validate innovative gameplay ideas- Walkthrough / Puzzles / Combat events & AI behavior scripting using the built-in OEngine tools- Including AI placements, fight arenas, UI related events and interactable objects- Animation, AI & narrative assets integration- Effective design propositions & adaptations following creative direction and feedbacks- Basic set/propdressing- Quality assurance and iterating on my own work, based on internal feedback- Bugfixing -
Junior Level DesignerDontnod Entertainment Apr 2019 - Mar 2020Région De Paris, France- Creation of 2 shipped levels, the boat and the cemetery, including conception, integration, iterative and debug processes- 2D/3D prototyping Level design docs to synthesize & communicate ideas to the team (Top/Sideview docs, Nodal LD, level pacing chart...)- Blocking out gameplay areas using blockmeshs & terraforming in Unreal Engine- Walkthrough / Events & behavioral scripting- Animation & narrative assets integration- Design, formalization and communication of technical scripting & developing tool needs using flowcharts & behaviors trees- Effective design propositions & adaptations following creative direction and feedbacks.- Creation of various custom design documents following the needs and/or role asking infos. (Animation mocap infos, GDDocs presenting walkthrough/general intentions to leads, needs/improvements listing for VFX & Enviro...)- Basic set/propdressing- Quality assurance and iterating on my own work, on internal and externel feedback- Bugfixing -
Qa Testing InternSushee Apr 2017 - Aug 2017Lannion- Setting up tests plans to effectively evaluate and report bugs/errors to the development team. - Working with a cross-functional team to ensure quality throughout the game development lifecycle.- Managed to have some opportunities to work on other fields like : Sound design (Sounds designing, listing and getting contact with the sound designer) Game design/Level design (Aimed on fixing and improving the game's design, realisation of playtests...) -
Graphic Design InternshipFormation Cnd Apr 2016 - Jun 2016Honfleur- Took care of illustrating welding courses books & exercices (~around 200 visuals)- Strong need of synthesisis and clear illustration of what was really important concerning physical, chemical facts explained...- Did attend to a 1 week formation about ultrasound based analysis on products to get content for my illustrations
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Summer JobAubade-Paris Jul 2014 - Aug 2014Alençon - 61- Order picker in a sanitary products warehouse - Aubade- Maintenance of products presentation spaces and enterprise's offices - Aubade -
StagePoint Pub Mar 2012 - Apr 2012Alençon- Realisation of branding physical products
Paul Barbier Skills
Paul Barbier Education Details
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Game & Level Design On Interactive Media Conception -
Admis (Avec Mention) -
Iut De Saint - LôAdmis -
Lycée Saint Francois De Sales - AlençonAssez Bien
Frequently Asked Questions about Paul Barbier
What is Paul Barbier's role at the current company?
Paul Barbier's current role is Level designer - Actively looking for a new job! - Prev. Dontnod, Artefacts, Osome.
What is Paul Barbier's email address?
Paul Barbier's email address is pa****@****udio.fr
What schools did Paul Barbier attend?
Paul Barbier attended Conservatoire National Des Arts Et Métiers, Iut De Bobigny, Iut De Saint - Lô, Lycée Saint Francois De Sales - Alençon.
What are some of Paul Barbier's interests?
Paul Barbier has interest in Nouvelles Technologies Social Web Sport.
What skills is Paul Barbier known for?
Paul Barbier has skills like Gestion De Projet, Microsoft Office, Game Conception, Game Design, Level Design, Adobe Creative Suite, C# Programming And Prototyping, Visual Communication, Communication, Agile Methods.
Not the Paul Barbier you were looking for?
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Paul Barbier
Lille1masteris.com -
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Paul BARBIER
Vélizy-Villacoublay -
2u-psud.fr, chu-nantes.fr
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