Se rendre au contenu

About me

12 Years of Game Development Expertise

With over 12 years of experience, I've built games and tools that streamline processes and empower developers. Having worked in small studios, I’ve contributed to every step of the development chain, always striving for practical and efficient solutions. I've applied it to various areas, from gameplay develoment, to deitor tools, data management, and publishing to storefronts.

More info


Sharing My Experience and Exploring New Horizons

Bloobtech began as my platform to share knowledge and expertise with other studios while exploring new areas beyond the fast-paced world of game production.

Platforma exemplifies this mission, incorporating insights from my past projects to benefit others. I also provide short-term consulting and build bespoke tools tailored to specific needs.

If you’re looking to elevate your game production or need custom solutions, let’s connect.

Get in touch

Crafting tools that empower game developers to build, optimize, and innovate with ease.  

Published work

Games I've contributed to

Narcosis

2017 - Steam / PS4 / Oculus Rift

Evovled from a end of year project, we managed to get funding, self publish it, while making it fit the first generation of VR headsets.

I was one of the two programmers on the title, managing parts of the gameplay and AIs, tools and steam publishing.

11-11: Memories Retold

2018 - Steam / PS4 / Xbox One

A WWI narrative-driven game with stunning Aardman Studios art direction.

I helped structure the game and workflow during preproduction to guide a mostly junior team in the right tracks.

Unruly Heroes

2019 - Steam / PS4 / Xbox One / Switch

I was data manager for this platform brawler inspired by "Journey to the West", working with part of the team behind Rayman legends.

I managed daily builds across all platforms, memory optimization, TRC compliance, and tool support for both level designers and QA.

Terra Memoria

2024 - Steam / PS5 / Xbox One X / Switch

A vibrant JRPG with a runtime level editor used by both the team and players.

I was in charge of tools, focusing on the level editor, alongside workflow automation and artist support in Blender and Aseprite.