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3D Mobile Games

August to December 2025
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To complete my degree in game design and art, I undertook an internship at Yso Corp, near Paris. During this experience, I had the opportunity to work on several 3D mobile games, contributing to the production of 2D and 3D graphic assets and their integration into Unity. I also participated in updating existing games, particularly in an A/B testing context, creating visuals for app store pages, and managing projects. This experience allowed me to develop my versatility, adaptability, and teamwork skills, while strengthening my understanding of production challenges.
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https://www.ysocorp.com

During this experience, I had the opportunity to work on several 3D mobile games published by Yso Corp.
From creating 3D assets for new games to redesigning the UIs of popular titles, and even improving Play Store pages, I worked on a variety of projects.

During this experience, I had the opportunity to work on several 3D mobile games published by Yso Corp.
From creating 3D assets for new games to redesigning the UIs of popular titles, and even improving Play Store pages, I worked on a variety of projects.

Toonster Race : Train, upgrade, and strategically position your Toonsters to claim victory!
Build the ultimate team, master each Toonster's strengths, and outmaneuver your opponents in fast-paced, dynamic races.
Play Store Banner & Icon.

Toonster Race : Train, upgrade, and strategically position your Toonsters to claim victory!
Build the ultimate team, master each Toonster's strengths, and outmaneuver your opponents in fast-paced, dynamic races.
Play Store Banner & Icon.

In-game screenshots.
I was responsible for the visual development and production of the modular map elements, ensuring consistency, tilling and quality across the different environments.
Several variations exist for creating different biomes.

Loading GIFs at 2-3 fps for toonster training.

Creation of a mining game with adaptive modular terrain, texturing, UI creation in less than a week.
Astro Dig has a dedicated post.

Complete graphical overhaul of the game in A/B testing.
Map redesign without changing the level design, UI redesign...
Pass & Boum has a dedicated post.

Complete graphical overhaul of the game in A/B testing.
Map redesign without changing the level design, UI redesign...
Pass & Boum has a dedicated post.

SharpAim is a game in which you play an arrow that, after being shot, must navigate between trees, bushes, and other obstacles, passing through rings, and reaching the target.
In game screenshots.

For the level design, I created several types of valley modules with different obstacle and reward patterns. I designed them to be modular and able to be placed one after the other.
Available in different biome variations.

For the level design, I created several types of valley modules with different obstacle and reward patterns. I designed them to be modular and able to be placed one after the other.
Available in different biome variations.

The programmer I worked with created a tool so I could create levels more quickly. It allowed me to place 2D images on a grid and then replace them with my 3D modules.

The programmer I worked with created a tool so I could create levels more quickly. It allowed me to place 2D images on a grid and then replace them with my 3D modules.

Given the target audience of our game and the development time we had, we decided to work on the environment in low poly with bright colors and few details (which wouldn't have been visible with the movement speed). I wanted to work on an environment insp

Given the target audience of our game and the development time we had, we decided to work on the environment in low poly with bright colors and few details (which wouldn't have been visible with the movement speed). I wanted to work on an environment insp

In game screenshots.

In game screenshots.