Game Designer · France
GAME
DESIGNER
Second year student in game design at Brassart. I build systemic worlds, immersive sims, sandboxes and open structures with a strong narrative.
Selected Work
Steam · 2025
Aphasie
Open-world immersive sim. Play as a fallen angel navigating the living city of Babel: stealth, powers, systemic freedom.
Steam · 2026 (upcoming)
Micrographia
Top-down shooter in a brutalist city where reality unravels. Corporate pictograms, surreal horror, tactical enemy AI.
Itch.io · Various
Other Games
Experiments, game jams, text adventures, and smaller projects. Godot, Unity, Twine, DragonRuby.
Human madness rises in the form of a tower. Aphasie is an open-world immersive sim of action and stealth where you play as Mastema, the angel of cataclysms. Evolve within the dynamic environment of the City of Babel, use your powers, stealth, or a wide array of weapons and tools to carve your way to the Tower of Babel. Freedom of action lies at the heart of Aphasie. There is always more than one way to achieve your objective.
Features
A living and reactive open world
Citizens and guards roam the city and engage in a wide variety of interactions, whether with the player or with each other. The city is filled with tools, quests, and hidden interactions to uncover.
Total freedom of approach
Every obstacle can be solved or bypassed in many different ways. Fight, use stealth, rely on powers, or exploit the environment. A spear embedded in a wall becomes a platform. A tossed coin turns a civilian into a distraction. Hypnosis transforms them into an ally.
Varied powers
Your fall from paradise has scattered several of your abilities across the city. Recover them, or not. Possess enemies, create diversions, and unlock many other occult skills.
Original artistic direction
2D paper-cut and calligram characters mixed with a 3D city inspired by ancient Greece, set upon a colossal aqueduct. A minimalist universe that highlights key gameplay elements.
Development
Aphasie was originally developed in one month by a team of five. I brought the concept to the team: an open-world immersive sim where you play as a papercut angel attempting to bring down the Tower of Babel. The goal was a short-form immersive sim that could experiment with ambitious ideas while staying coherent.
The creative direction was built to reduce scope without losing vision. With no 3D artist, we drew from Greek Cycladic architecture: simple structures, flat white and blue textures. Characters were designed as 2D papercut figures made from newspaper photo collages, tying into the Tower of Babel themes of language and writing.
The world of Aphasie is deeply systemic. No element is static. Citizens roam freely, respond to coins, hypnosis, fear, and chase. Guards react. Behaviors cascade and compound without any player input. Player actions add an entire additional layer on top.
After the initial month, I continued solo for two more months polishing before publishing on Steam on September 16, 2025. Development is ongoing, with regular updates based on player feedback.
Credits
Benjamin Martinez Filio / Game Design, Dev
Julien Lambolez / Game Design, 3D/Textures
Quentin Bres / Game Design, 3D/Textures
Loic Dutronc / Music
Steam · 2026 (Upcoming)
MICROGRAPHIA
A sleep with no awakening. A human bone appearing spontaneously inside the brain. A face frozen in an expression of unspeakable horror. These are the symptoms of the Nightmare Sickness. You play as a mercenary afflicted by this disease. In a nameless brutalist city where day and night blur together, you have little time before your mind finally breaks.
Features
Fast, demanding top-down combat
Inspired by F.E.A.R., combat is short, brutal, and lethal. Enemies use tactical AI: flanking, taking cover, communicating. Every firefight can be fatal. Every mission demands a different approach: fighting on a train, during a riot, or inside someone's mind.
Surreal horror atmosphere
Cold corporate power meets uncontrolled occult forces. Corporations have replaced gods. Something that should not exist is beginning to awaken.
Choices that matter
Your reality is collapsing. The characters around you may help you, manipulate you, or exist only inside your head. Dialogue and decisions shape the path of your story.
Singular artistic direction
Corporate pictograms and micrography. Characters as pictograms, faces from police composites, cold industrial typography. In this brutalist city, the rain falls in letters.
Design Intent
I had the idea behind Micrographia for a while but waited until I was more confident in my abilities and had the experience of shipping Aphasie before pursuing it as a commercial release.
The game draws from surrealist horror creators like Junji Ito and web-based horror formats like analog horror, to create a tense and complex experience that transmits horror and story through an unreliable protagonist.
In worldbuilding and narrative design I respect minimalism deeply. Creating a compelling narrative while being maximally efficient with what information is given to the player is one of the hardest skills in game design. This principle guided the whole project: a sinister world with intuitive gameplay and narrative delivered through dialogue, context, and environmental storytelling.
Other Games
Experiments, game jams, and smaller solo or team projects. You can find all of them on my itch.io profile.
You interrogate a suspect to determine if they are human. Built on a complex AI system inspired by Facade, where the opponent recognises a wide variety of sentences to simulate a chatbot-like conversation. A gamified AI experiment.
A short 3D hard platformer. You play a high-pressure soda bottle hero racing up a sugary mountain, jumping, dashing, and defeating enemies while managing internal pressure to avoid bursting. Made in 2 days for Jam Academy 2026.
A fast-paced micro RTS played using only the mouse and the Shift key. Intense skirmishes across the ancient city of Atlantis as it slowly floods. Developed in a week for the Patch Notes 1.1 game jam.
A first-person VR swordfighting game. You play a rebellious puppet armed with a sword and a crossbow. Absorb the shadows of enemies and fight to bring down the sinister theater.
A strategic 3D battle simulator where you use supernatural powers to lead your side to victory in battles with hundreds of soldiers. Behaviour trees simulate complex actions across hundreds of units simultaneously.
A dynamic VR first-person action game. Use a katana and a revolver to fend off shadows attacking your dojo. A short arcade experience made in 48 hours.
A 2.5D Papers Please-inspired life simulator. Gamble, go to work, help the homeless, repay your debt or sink deeper. Made in 3 days for the GMTK game jam.
Talk with monsters and choose their fate in a Game Boy narrative game where the ending is fully decided by your choices. Fully playable on actual Gameboy Color hardware. The entire file is only 256kb.
A fast-paced 3D tower defense game inspired by Mars Attacks. Strategic choices across a variety of tools and turrets. Harvest humans to feed your machines.
A game blending 3D and 2D, diving into the imagination of a creative and lonely child through a series of mini-games with varied gameplay and a distinctive art direction. Made in 3 days for the Brassart game jam.
A point-and-click adventure combining hand-drawn elements with digital watercolor. You play as Baal, the demon of water, undertaking a sinister task. Your decisions shape his fate.
A 1-bit style narrative game. You play as Gilgamesh on his way to hell in a short contemplative experience.
Brassart · France
ABOUT
Second year student in Game Design at Brassart in France. I am passionate about game design and love learning new ways to make players feel invested in the games I help create. Big fan of deeply systemic games, immersive sims, sandboxes, and complex RPGs.
Background
As a student, I am constantly learning. I have already led projects alone and in teams, some of which had a public scope. Through these practical experiences I have learned how to implement project management, understand game design concepts such as the 3C, and use technical tools to develop or clarify a creative vision for specialised collaborators.
I am also a member of the Retroteam 13 association, where we promote video game culture and retrogaming through conventions, playtesting sessions, and major events such as Paris Game Week.
Languages: French (Native), English (Advanced Proficiency, C2)
Things I Like
I love all kinds of games and believe there is always something to appreciate and learn from every game, even those that are weird, obscure, or considered bad. This pushes me to search for unknown games, which often have overlooked but interesting gameplay or story elements.
Mods are another way I experiment in game design: Minecraft mods, obscure strategy game mods, or short experiences with The Witcher 3 Redkit. Working within an existing framework and set of constraints fuels creativity in a different way than starting from scratch.
Outside of video games: board games and tabletop RPGs. I have spent a lot of time as a game master for Call of Cthulhu, D&D, and my own homebrew systems. I also draw and write, mainly using Twine to quickly prototype branching stories and practice narrative design.
Tools and Skills
Development
Unreal Engine 5 (C++ and Blueprints), Unity (C#), Godot (C# and GDscript), VS Studio
Versioning
Github, Perforce
3D and 2D Art
Blender, Adobe Substance Painter, Photoshop, Illustrator
Documentation
Notion, Office Suite, Miro, Figma
Other Tools
Aseprite (pixel art), Twine / Bitsy (web-based text adventures), DragonRuby (lightweight engine using Ruby)
Get in touch
CONTACT
If you want to talk about a project, a collaboration, or just to share thoughts on game design, feel free to reach out.
Or directly at evanmegel.games@gmail.com