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NARRATIVE PROJECTS

Queen Be

Queen Be is an interactive action mystery cyberpunk retelling of Snow White made with Twine. Designed as a blueprint for a fictitious game's narrative structure, it presents the last chapter of the story, featuring the final confrontation between an android protagonist, Snow, and her archenemy, the Queen, an android of the same model aiming to eliminate all others.

As her quest for vengeance continues, Snow finds the Queen's hearts, her source of power, and has the choice to destroy or absorb them. The more hearts she absorbs, the more her action choices become more violent rather than pacific, which has in turn an impact on the end, in addition to the final decision Snow must make.

One of the particularities of Queen Be lies in the system I built for the confrontation scene, which allows the player to simultaneously move through the room towards the queen, avoiding her sniper bullets, and engage in dialogue with her in the hope of provoking and destabilizing her, thus creating an opportunity to neutralize her.

What I did in this project:

  • Designed the concept and narrative context with my teammates.

  • Designed the interactive structure and wrote a large part of the Twine.

  • Designed a system allowing the player to simultaneously move through the warehouse and engage in dialogue with the Queen.

  • Structured the story using the 5-act story structure.

  • Designed the map for a location that can be navigated non-linearly.

Authors : Alexandre Gomes Ferreira, Julie Lecomte and Julien Pineault

INTERACTIVE FICTION

Le rituel

Le rituel is a mystery interactive story realized with Twine. The player embodies Agathe, a young woman inexplicably attracted to an abandoned manor, source of numerous obscure rumors. Agathe meets the ghosts of two twin sisters in the manor, and as she explores the crumbling structure, she discovers more about the events surrounding their death, and about the reason of her presence in this place.

The gameplay is centered on free exploration of the manor, as well as certain events triggering under specific conditions for story progression.

What I did in this project:

  • Designed the concept and narrative context with my teammates.

  • Designed the map and the progression system.

  • Wrote a part of the story.

Authors : Océane Famechon, Julie Lecomte and Julien Pineault

L'entrevue

L'entrevue is a comedic satirical interactive story made with Twine, in which the player embodies a programmer too dependent on his unnatural luck taking a job interview at a reputed company. However, he is far from ready, his luck seems to have abandoned him, and the more he talks to the overly smiling recruter, the more he realizes that the company probably has many things to hide.

The player starts off in the waiting room with a choice of five different actions, and the one they choose has a possibility to impact the rest of the story. With a score system that determines how well they do in the interview, they eventually come to a point where they must choose whether to stick to the end or to find a way to escape this messy situation.

What I did in this project:

  • Designed the concept and narrative context with my teammate.

  • Designed the impact each action of the beginning could have later on in the story.

  • Designed the interactive structure and wrote a part of the story.

Authors : Arnaud Lescure and Julien Pineault

Mala et la Lune (French only)

Mala et la Lune is a short story on friendship inspired by Saint-Exupéry's The Little Prince.

FICTION

FILMOGRAPHY

As a Film Studies graduate, I have a deep understanding of narrative techniques used in cinema. I have worked on several independent film productions as a director, editor, sound designer and script supervisor.

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