Alice Lavedrine
Lead Game Designer at GameHouse- Claim this Profile
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French Native or bilingual proficiency
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English Full professional proficiency
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Spanish Professional working proficiency
Topline Score
Bio
Experience
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GameHouse
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Spain
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Computer Games
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1 - 100 Employee
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Lead Game Designer
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Aug 2022 - Present
Delicious World > Features Design, Events and Optimization Delicious World > Features Design, Events and Optimization
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Ten Square Games
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Poland
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Computer Games
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200 - 300 Employee
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Lead Game Designer
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Dec 2020 - Jul 2022
Most representative tasks: > Lead the design pipeline, from doing numerous ideation workshops to setting the design standards of low-level specifications > Craft lead and studio lead member, supporting studio operations, design hires, roadmap and tasks distribution > Design owner setting up the direction for two prototypes Most representative tasks: > Lead the design pipeline, from doing numerous ideation workshops to setting the design standards of low-level specifications > Craft lead and studio lead member, supporting studio operations, design hires, roadmap and tasks distribution > Design owner setting up the direction for two prototypes
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Lead Game Designer
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Jun 2020 - Jul 2022
Companies (from most recent to oldest): - TEN SQUARE GAMES, for unannounced project > Lead Game Designer - FUNZY GAMES, for Bubble Shooter project > Level Design Best Practices, mentorship on level design - DAY7, for Tarte Tales > Project management (tasks distribution and roadmap definition) > Design lead (game vision, team direction) > Low-level specifications > Point of contact on everything meta - TUYOO GAME, for Fish Blast > Level Design Best Practices, redaction of guides on level creation and on being data-oriented > Creation of Levels to help set standards and showcase creative practices
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King
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Sweden
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Entertainment Providers
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700 & Above Employee
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Lead Game Designer
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Mar 2018 - Mar 2020
Most representative tasks:- YEAR 2020 - Craft Lead> Design follow-up, assessment and feedback on 4 games> Back with more involvement in design and ideation> All of the below of year 2018- YEAR 2019 - Craft Lead> Design follow-up, assessment and feedback on 4 games> All of the below of year 2018- YEAR 2018 - Craft Lead> Representative to leadership of the studio Game Design family> Focus on coaching the personal and professional developments of the designers of my studio (9+)> Creation of a friendly, challenging and creative environment - strengthening the family, improving processes and creating tools and opportunities to raise efficiency and quality> Facilitation and push of learning and design initiatives within the studio
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Senior Game Designer
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2017 - Feb 2018
Most representative tasks:- YEAR 2017 - Bubble Witch 2 Saga (freemium, universal) Game evolution> Take over of the original IP and creation of new content> Support of production (roadmap definition, and refinement meetings)> Collaboration and design of new features of the game within the Experimentation Group, with a great focus on business optimization
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Game & Level Designer
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Sep 2013 - Mar 2017
Most representative tasks:- YEAR 2016 - Diamond Digger Saga (freemium, universal) Game evolution> Take over of the original IP and creation of new content> Leadership granted on Pyramid Solitaire Saga and Diamond Digger Saga> Collaboration and design of new features of the games within the Experimentation Group, with a great focus on innovation and learnings- YEAR 2015 - Pyramid Solitaire Saga (freemium, universal) Game evolution> Original member of a group dedicated to game experiments in King and business model optimization. Loads of learnings, and success stories.- YEAR 2013-2014: Pyramid Solitaire Saga (freemium, universal)> Writing of documentation for internal and external recipients> Pitching of new concepts> User Stories follow-up> Level design (casual game, more than 300 levels created and/or tweaked)> Tutorial design (first time user experience)> Localization follow-up> Storytelling interest
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Gameloft
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France
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Computer Games
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700 & Above Employee
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Game designer
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Jan 2011 - Sep 2013
Most representative tasks: - General > Pitches > Writing of game and level design documents > Communication with the team members - YEAR 2013 - Despicable Me: Minion Rush (tycoon, freemium, iPhone/iPad) > Follow-up of texts and localization with the external localization teams > New features proposal and documentation > Level design on Gru's Lab, Residential and Minion Beach environments (reskin or creation, tweaks) > Opengraph and social features follow-up - YEAR 2012 - Playmobil Pirates (tycoon, freemium, iPhone/iPad) > Formalization of concepts and redaction of design documents (ppt, xls, doc) > Integration of content in database > Base-writing of Story, translated in Quests and scripting (lua) > Design and level design of minigame feature (mechanics, difficulty curve, assets, variations) > Economy design (on the characters prices and balance) > Use of proprietary 2D sprite tool: UI integration, sprite test > Use of a proprietary 3D engine: integration, pimp-up, lighting of level - YEAR 2011 - Gangstar 4 Rio : City of Saints (java) > help in pimping up the look of the levels and level design of the Favelas - YEAR 2011 - Miscellenaous > help on many projects at Gameloft, support designer in the "Pitch Phase" (project 3D cancelled, project 2D sent to other studio) and "Final Rush" (Fantasy Town)
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Orange
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France
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Telecommunications
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700 & Above Employee
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Game designer
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Apr 2010 - Sep 2010
6-month Training course - Most representative tasks: > worked on the production (2 months) and post-production (1 month) of Lambi Islands, (game concept by other designers) > level design > design of user interface 6-month Training course - Most representative tasks: > worked on the production (2 months) and post-production (1 month) of Lambi Islands, (game concept by other designers) > level design > design of user interface
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Neko Entertainment
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France
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Computer Games
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1 - 100 Employee
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Game designer junior
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Aug 2009 - Oct 2009
Training course (3 months) Training course (3 months)
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Fortuneo
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France
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Banking
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200 - 300 Employee
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Web designer
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May 2008 - Aug 2008
Training course (4 months) Training course (4 months)
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Web designer
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Jun 2006 - Aug 2006
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Education
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ENJMIN
Master's degree, Video Games - Game Design -
Université Paris-Est Marne-la-Vallée
Licence, Arts et Technologies de l'Image -
Lycée Eugénie Cotton
BTS, Communication Visuelle option Multimédia