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Charles BENSOUSSAN

LYON

En résumé

With a four years game and level design curse at Supinfogame (Valenciennes - France) and more than one year of profesionnal experience, I increased signficantly my design knowledge in several domains (accessibility, learning, variety and pacing for example) for 5 years.

With good communications skills and a strong ability to put myself in player's shoes, I like to share ideas and discuss about it with talented people in order to bring the best game experience to each player.

If you are interested by my profile or would like to discuss with me, feel free to contact me : bensoussancharles(at)yahoo.fr

Published games
- 2010 > NDA (internal game for Ubisoft)
- 2009 > Ones (XNA Creators club)
- 2009 > Télé Maboul Party (Wii)
- 2007 > Crash Nitro Kart 2 (mobile)
- 2007 > Texas Hold'em (mobile)

Past :
- 2009 > Ubisoft : Game designer on a serious game and on a training program for all designers of Ubisoft (Worldwide)
- 2008 > Hydravision Entertainment : Level designer on a Wii game
- 2007 > IP4U : Game designer / Assistant Project Manager (mobile games)

Languages:
- English: fluent
- French: native language
- Spanish: basics

Softwares:
- Microsoft Office (Word, Excel, Powerpoint, Project,...)
- Adobe Photoshop
- Visio
- 3D Studio Max (good skills)
- Flash
- SketchUp
- Adobe Illustrator
- Adobe Audition
- Zbruh (basics)
- Mind Manager
- Visual Studio (C#)

Engines and mod creation :
- Unreal 3.0 and 4.0
- CryEngine
- RPG Maker
- Warcraft editor
- Gamemaker
- Torque Game Builder
Specialties

Pacing and Variety Methods, Rational Game Design, Prototyping, Learning

Mes compétences :
game designer
Level Designer

Entreprises

  • AMA Studios - Game Designer

    2010 - 2010 I worked in the Design team of "Fighters Uncaged" from the pre-production to the first Master Candidate.

    > Participated to the definition of "motion controlled" inputs and their tuning thanks to playtests
    > Designed the flowchart of the game
    > Collaborated to the conception of the tutorial
    > Helped to conceive game progression (including difficulty balancing)
    > And a lot of others tasks (achievements, HUD, navigation, manual, etc.)

    I also helped our Producer during some weeks on some tricky tasks
    > Was in charge of updating localization kit and followed EFIGS and NL-SCAN translation
    > Prepared Age Rating packages (ESRB, PEGI, USK, OLC)
    > Communicated several informations / assets to Marketing and was available for their urgent needs
    > Followed sound assets production (voice recording & music)
  • Ivory Tower - Game Designer

    2010 - maintenant Working on an AAA undisclosed project
  • Ubisoft - Game Designer

    Montreuil 2009 - 2009 I worked in the Editorial team in Paris on two specific missions :

    Full conception of a serious game destinated to Ubisoft newcomers
    > Design documents writing (behaviours, features presentation, weekly report for dev team)
    > Iterative prototyping of the game (using flash actionscript 2.0)
    > Follow developpement of the game (studio in Pune - India) with weekly report, call and daily support for dev team

    I work on a training program for game designers, level designers and creative directors from each studios of Ubisoft
    > Pacing and variety analyze on several AAA games (Uncharted 2, Gears of War 2, Modern Warfare 2)
    > Giving a lot of feedbacks on each part of the training (learning, flow, Rational Design, Prototyping, Playtests)
  • Hydravision - Game / Level Designer

    2008 - 2008 I worked on a "Tele Maboul Partyt" on Wii, an original party game in the TV World.

    - Level design
    > Creation of levels
    > Tweaking of levels
    > Progression curve management
    > Level design document wiritng

    - Game design
    > Tutorial mode design
    > One player mode design
    > HUD design (ingame and menus)
    > Minigames scripting
    > Playtests organization
  • IP4U - Assistant Project Manager / Game Designer

    2007 - 2007 - Game design from high concept to game mechanisms
    > Brainstorming management
    > High Concept writing
    > GDD writing (rules, flowchart, game modes,..)

    - Level design for "Crash Nitro Kart 2"
    > Race design
    > Research for level design blocks

    - Project management on "Poker texas Hold them"
    > Deadlines planification
    > Project management (pre-production part)

    - Test on several games of Vivendi Games Mobile
    > Playtest and debug test
    > Bug report on Devtrack

Formations

  • SupInfoGame (Aulnoy Lez Valenciennes)

    Aulnoy Lez Valenciennes 2005 - 2009 Game Design et Gestion de production
  • Lycée Francois 1er

    Le Havre 2002 - 2005 Bac S

Réseau