Logo of this game design website at the left end of the header bar. It is wrote K1000 in a stylized and sober way. It is a reference to the name Camille, as in French it is prononced the same way as K1000. Background of the header bar. Right end of the header bar.
Photo of the custom expansion pack for the boardgame Small World, made by Camille Laborderie, featuring three new unique races. In-game screenshot of the game Wildlife Space Ranger, made by Camille Laborderie and Colin Bidard. The game features a little astronaut tasked to clean the waste in a colorful alien world, using the ecosystem to progress. In-game screenshot of the mobile game Cat as Trophies, where Camille Laborderie was Game Designer. The screenshot show cutes cats facing goofy pastries in a turn-based strategy game.
Portrait of Camille Laborderie, smiling and pointing to the image gallery above him.

Hello, I am Camille Laborderie, a Junior Game Designer!

On K1000Games you'll discover my games, some other works and a bit of who I am.

Portrait of Camille Laborderie, smiling and pointing to the image gallery on his right.

GAMES AND STUFF

Bosquet

Bosquet

Genre: Auto Battler, Dungeon Crawler, Serious Game

Engine: Unity

Team Size: 19

Duration: July 2024

Role: Developer, Technical Designer, Technical Artist

On the back of Gustave, explore the grove looking for medicine to save "P'tite Pousse". Meet new friends, make them happy, and overcome difficulties together. And when death comes, do not mourn but cherish the time spent with them.

This game was made in partnership with ESPPERA, a French association of doctors and nurses, and the Léon Berard research center. The goal was a game for children to play with their parents and nursing staff, and teach the latter that it is sometimes worth leaving the hospital and missing some treatments to go on holiday trips, make souvenirs, and actually live.

In this project, I was in charge of the design and development of the 3Cs. There were two major challenges: a very short development time, 5 weeks, and making the game run smoothly on mobile browsers.

The idea was to make an input manager and some components that would act as an event dispatcher and event listeners. Then some custom scripts could subscribe to those listeners and execute their methods accordingly. I made four listeners: Can be clicked, Can be hovered, Can be dragged, and Can be snapped.

With those four it allows us to quickly create characters (using all of them), pick-ups (not using Can be snapped), enemies (Can be hovered and Can be snapped), etc. Then it was mainly tweaking parameters and scripts to make it feel the best I could in 5 weeks.

I then help design and integrate the key locations of the game. I was able to reuse my listeners to speed up the integration.

On the art side, at the start of the project, I unraveled and summarized the integration pipeline for 2D assets, as nobody in the team knew it, and I was the closest to a tech artist. Approaching the end of the project I made two small shaders, one for a teleportation portal and one for a waterfall with the help of the 2D artists.

I am very proud of what we accomplished with my classmates in 5 weeks and I hope you'll enjoy it!

Wildlife Space Ranger

Wildlife Space Ranger

Genre: Puzzle, Exploration

Engine: Unreal Engine 5

Team Size: 2

Duration: January 2024 - March 2024

Role: Game Designer, Developer, Technical Artist

Incarnate Billy, the goofy space ranger tasked to clean an alien planet from a dangerous piece of waste. Discover, Carry, Plant, and Grow exotic seeds to help Billy throughout his journey to the spaceship bin. Explore colorful islands, solve puzzles, and make space a better place!

This project was made to demonstrate our capacity to create modular 3D assets to make our prototypes nicer. So we headed to a cartoonish and cell-shaded style with an orthographic camera (actually it was a very low FOV and very very very far away perspective camera, Unreal 5.2 had bugs on shadows and orthographic cameras).

To help us create levels faster, I created a tool that smoothes blockout cubes into nice and round merged cubes.

Combined with a few procedural shaders, based on a 3D Perlin noise for the rocky part and on a 3D Voronoi noise for the mossy part, it allows us to quickly create landscapes.

We also used this project to explore our envy to create a systemic puzzle game. But it will be in another episode! See you soon!

Bouncy Beans

Bouncy Beans

Genre: Racing, Arcade

Engine: Unreal Engine 5, Unity

Team Size: 10

Duration: January 2024 - 2 days

Role: Developer, Game Designer, Technical Artist

Select your beans and hit the given keys to make it run faster, and reach the finish line first! This was made for the Global Game Jam 2024. The theme was "Make me laugh" and we had to make the SFX using our mouths.

The game was initially developed on Unreal 5.2 as I was faster at prototyping on this engine. A few months later I ported the game to Unity to build it to WebGL, it was the occasion to fix some bugs and polish the game.

This game jam teaches me ways to prototype faster. For example, there is only one game object that handles both players, which makes the handling of inputs way easier.

Cat As Trophies

Cat As Trophies

Genre: Mobile, Turn-based Strategy, Deck-Building

Engine: Unity

Team Size: 6

Duration: October 2023 - December 2023

Role: System Designer, Developer, Lead 3D

Create your team of cats, and start your crusade against the evil pastries! Recruit cute warriors, clumsy warlocks, or silly archers, and face the forces biscuiting the world! Strategically deploy your cats to maximize their power, discover and enroll new ones along your way, and try to overthrow Glutonos, the donut king, and save the realm!

Small World: Custom Expansion Pack

Small World: Custom Expansion Pack

Genre: Board game, Strategy, Casual

Team Size: Personal Project

Duration: January 2019

Role: Game Designer, Creator

Play with three new races that explore three unexploited mechanics in the original game: glass canon, height immunity, and land sharing! This custom expansion pack was created for my brother's 30th birthday, as it was one of our favorite board games.

A LITTLE BIT OF WHO I AM

I am Camille, a French junior game designer and a huge fan of board games. That's how I started my game design journey: by creating extension packs for existing games. My interest later switched to video game design with games like Sekiro, Outer Wilds, and Disco Elysium.

Although I got a driving license, I prefer using my bike for my daily commuting but also for my holidays where I really enjoy bike trips. I like the feeling of tiredness after a long effort knowing you achieve one step toward your goal.

I'm also a trek enjoyer. My longest trek was about 400km, from Mont-Saint-Michel to Perros-Guirec, along the coast of Bretagne (France). I find trekking very relaxing, and it helps me resolve problems. I find a lot of gameplay ideas and solutions while trekking.

Finally, I'm a long-time Speleologist. I dedicated most of my sessions to exploring and mapping the upper underground network of the Tournette massif (Savoie, France). I love discovering the small natural treasures lying under our feet.

I want to make the games that will be used as reference for future game designers and do my best to move the industry in the right direction.

Skills and Tools

Game Design

  • General Game Design
  • System Design and Implementation
  • Design Documentation and Presentation
  • Narrative Design
  • Level Design

Assets Creation

  • Blender: Blocking, Sculpting, Retopo,
    Rigging, Skinning and Animating
  • Photoshop / Illustrator
  • Substance 3D

Game Engine

  • Gameplay Programming
  • Assets Integration
  • Shader Programming
  • Tool creation
  • Unreal Engine / Unity / Godot
  • Git

Programming

  • C# / C++
  • Unreal Visual Scripting
  • HLSL / Shader Graph
  • Html / CSS / JavaScript
  • Python

Other

  • Driving License
  • French (native)
  • English (B2)
  • Microsoft Office
  • Materials Chemistry Bachelor
  • 4 years in the micro-electronic industry
Download Resume