
Guide a chess king through a mysterious homeland for unfinished board games. Unravel an enigma-filled environment using logic and strategy to encounter other lost game pieces in a poetic world.
Lost in Tiles is a single-player narrative adventure puzzle game developed on Unreal Engine 4 for Nintendo Switch .
The mandate was clear: the game had to run on the console at a constant 60 fps without drops.
The game's target audience is young adult players and casual gamers.
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The game was produced over a period of 9 months , by a team of 15 people : 3 Game Designers, 2 Designers & Programmers, 2 Programmers, 2 Concept Artists, 3 3D Artists, 1 Music & Sound Designer and 2 Producers
Producing by Adrien Pierredon & Coline Marchal, Game Design by Louis-Marie Kerberenes, Noé Pinatel, David Dian, Game Design & Programming by Gabriel Mugnaini & Anthony Tirel--Tartuffe, Programming by Manon Méhalin & Félix Chevalier, Concept Art by Léa Gaudin & Julien Duroi, 3D Art by Rose Capelletti, William Lahemar-Boisseau & Luca Lama, Music & Sound Design by Hugo Stroppa

MISSIONS
carried out as Lead Producer
Led meetings and daily meetings, and coordinated the efforts of team members
Managed of a team of 15 people over a 9 months production period, from concept to gold, with definition of short, medium and long term objectives
Evaluated the team's work, advice on areas for improvement, and ensuring compliance with processes and operating methods
Reporting on 2-week teaching sprints, and continuous improvement of internal documents (GCD, GDD, TDD, SDD, graphic bible, narrative bible) to optimize production
Managed and updated the backlog and sprint planning on Gsheet and Jira, including analysis and anticipation of risks and crisis situations
Ensuredd the achievement of project objectives, identification of blocking elements and resolution of related problems
Ensured communication between all members of the team, including mediation between the teaching team and members of the group
Organized and supervised external playtests
Guaranteed the final quality of the project while respecting deadlines
Designed and storyboarded cutscenes
Led internal playtesting, QA, bug reporting, and in-game text correction and localization kit
Created and updated the build release note (read me)
VIDEO EDITING TO PRESENT EACH MILESTONE TO THE CLIENTS
Provided the team with sweet and savory provisions, encouragement, compliments on their work to create a healthy, respectful and pleasant working environment





















