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Jean-Philippe Ménier

Game Designer

I am currently a fourth-year Game Design student at ISART Digital Montreal.

In 2022, I made the decision to transition from a five-year career in accounting to pursue game development as my true passion. This experience has strengthened my skills in organization, punctuality, and dedication while also allowing me to apply my unique background to game design.

I am open to several career paths, including Game Designer, Technical Designer, and Economy Designer.

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Responsibilities: Production, Level Design, Game Design
Group project of 8 students that I initiated and led over 5 months.  Keep the Crown was designed to help young children relax before dental surgery. In order to avoid the spread of bacteria, Keep the Crown is entirely playable with the eyes.
VR Serious Game - Eye Tracking
Responsibilities: Production, Game Design, Level Design,
Game Balancing (Excel), Documentation and Sound Design
Personal project developed in my free time. In CampZ, you lead a survivor camp in a post-apocalyptic zombie world. Assign survivors to tasks wisely and try to keep them alive as your camp grows! 
Responsibilities: Economy Design, Game Balancing (Excel), Game Design, Visual Scripting (Unreal) and Sound Design
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Management game
Responsabilities: Game Design, Blueprint Visual Scripting
A two-month team project, System Leak is an escape game set in a futuristic prison. At regular intervals, the prison’s anti-escape system triggers acid rains. To escape, the player must avoid them while solving environmental puzzles and mini-games. Think quick and manage your time to succeed !
First Person Escape Game
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Responsibilities: Game Design, Visual Scripting (Unreal) and Sound Design
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Set in the World of Darkness universe, Vampire The Masquerade Chapters is a multiplayer paper role-playing game. Embody a vampire in thrilling but terrible adventures...
Board Game RPG Coop
Responsibilities: QA, Game Balancing (Excel) and Design
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Internship
A 4 person team project developed over 2 months, Out of Sight is an experience that focuses on human senses. To reach the end of the level, the player must use his hearing and generate vibrations around him.
Blind walking Simulator
Responsibilities: Game Design, Level Design, Documentation
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Project developed over 4 months by a team of 6. In Howling Wilds, players form a community of druids which protects their lands. Among them hides a traitor who must be unmasked and imprisoned.
Board game
Responsibilities: Game Design, Documentation, Playtesting
Unity Project developed over 4 months. Impulse Shooter is both an FPS and a TPS. The player alternates between the point of view of the shooter and that of his projectile. The objects of the game are placed in such a way procedural.
Programming prototype
Impulse Shooter
Responsibilities: Game Design, Programming (C#)
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