Raphaël Barrière
A downloadable project
Game Designer
My name is Raphaël Barrière, I'm 20 years old and I'm an aspiring game designer.
I'm currently studying at the Brassart campus in Aix-en-Provence, in the Game Design department.
Welcome to my portfolio, where you'll find all my best gaming projects and schoolwork to date.
Itch.io / Linkedin / CV 2025 / raphbar.pro@gmail.com
My Best Games Summary

A video that summarizes all my best video game projects with gameplay

Baby Boom is a fast FPS game in which you play as a baby with telekinetic powers.
Use the environment and your opponents bullets to turn them against them and attempt to escape the experimental facility where you were born. Link
The game was created during the Brasssart school's 2025 game jam in 3 days, for the theme "small but mighty".
This project won second place when the winners were announced.
__Role in the project__
Lead Game Designer, Main Developer, Sound Designer
Silk & Circuits is a lighthearted platformer where you play as B-4NDR, a tiny spider technician working for Silk & Circuits, the world’s leading “self-building PC” company.
Your job: build high-end gaming rigs from the inside using your web to place and secure every component — from GPUs to power supplies — so everything holds together perfectly.
Each level features quirky clients with ridiculous requests, from fake delivery scammers to RGB fanatics and hardware hoarders. Link
The game was created during the Micro Jam 048 in 3 days, following the theme “Webs” and the requirement “Small thing, big impact.”
The project won 9th place when the winners were announced.
__Role in the project__
Game Designer, Art Direction, Level Design


Linked is a platform game where you control a rolling sphere connected to a gravity-free cube that can freeze in space. Link
The game was created during the Brasssart school's 2024 game jam in 3 days, for the theme "Lost connection".
This project won first place during the winners' announcement.
__Role in the project__
Game Designer, Developer, Level Designer


Raise is a personal project completed in two weeks, inspired by Inoxtag's report on Everest. Designed to be intentionally challenging in its controls, Raise pushes the player to persevere despite setbacks.
You play as a mountaineer who must climb a mountain using grappling hooks and oxygen tanks.
This current version serves as a gameplay prototype, focusing on climbing mechanics and resource management.
The long-term goal is to add a narrative dimension: once at the summit, the character discovers that the mountain is still rising, defying all logic. Out of pride, they decide to continue their ascent in a still unexplored area... Link
__Role in the project__
Unique Creator


Tales of the West (Les Contes de l'Ouest) is a board game prototype I have been working on with my classmates for over a year.
Designed as an introductory role-playing game, it immerses players in a reimagined American West, populated by anthropomorphic animal characters.
Each player takes on the role of an animal with unique traits and abilities, working together to bring a one-of-a-kind story to life.
Guided by a storyteller, the group advances through an improvised narrative where cooperation and imagination are the keys to reaching the end of the tale together. More Info (fr)
__Role in the project__
Game Designer, Character Designer

Carnibal is a multiplayer car combat game where players take control of cannibalistic vehicles!
Set in a dark dieselpunk world, each machine strives to grow, evolve, and dominate its rivals to achieve a single goal: devour the heart of the city.
Each player drives their own car, capable of consuming debris, and especially smaller enemies, to gain power. To weaken opponents, players can spend resources to equip deadly upgrades such as flamethrowers, grappling hooks, circular saws, and more.
Smaller cars must stay hidden, feed carefully, and avoid the bright headlights cutting through the night. If chased, they’ll need to rely on their agility and burn fuel to spill oil slicks, causing their pursuers to lose control. Link
Developed as a team project during my first year at Brassart, this game was created using Unreal Engine 5 and currently supports local multiplayer (LAN).
An online version via Steam is in development to allow players to face off remotely.
__Role in the project__
Project Leader, Game Designer, Developer Multiplayer
FlarArt features four interactive experiences developed during a GD2 workshop for the Mob Art festival, which aimed to showcase projects entirely created by our class. The goal was not to build a traditional video game, but to create an immersive, emotion-driven experience. Each group interpreted the theme in its own way, resulting in a unique artistic project.
The Theater of Emotions: a stage where the player puts on different masks that transform the environment based on the emotion they represent. Link
Miracle: an oppressive journey through a dark forest where the player must feed a fire to bring back light and color. Link
Voyage: an emotional journey in which the player leaves a gloomy apartment to rediscover beauty and gradually transform their living space. Link
Humanize: an immersion inside the mind of an AI, where the player must teach it how to reconstruct human emotions through two contemplative scenes. Link
These experiences were designed to be simple, accessible, and contemplative, making them suitable for a broad audience. All visual art was created by a graphic arts class, then turned into assets by a 3D artist class. I had the opportunity to serve as project manager, overseeing planning and coordinating roughly 50 people to successfully complete this ambitious production.
__Role in the project__
Project Leader


Strokes of Madness is a surreal walking simulator where the player must find the exit of a senseless labyrinth, using a pen to map out the explored areas.
To progress, the player must alter gravity to access different parts of the building and avoid descending into confusion. The experience blends exploration, disorientation, and introspection, as the player’s growing madness is reflected through the drawings they create to navigate this illogical space. Link
The game was created during the Mini Jame Gam #48 in 3 days, following the theme “Gravity” and the special object “Pen.”
__Role in the project__
Game Designer, Level Designer

| Updated | 13 days ago |
| Status | Released |
| Category | Other |
| Author | Raphaël Barrière |























































