A B O U T

​My name is Adhem Belkhadra, I am a 32 years old video game developer, living in Paris, France.

I'm a video game lover since my childhood and I have always been interesting by art and creation. More than Level Designer, I prefer say creator of experience. My goal is to offer to the player unforgettable situations and stories through any kind of supports. 

With over a decade of experience in the video game industry, I had the chance to work on many kind of projects. From casual gaming to AAA and robotics, I was able to develop my skills and expertise in game and level design. Level Designer by training, I started by produce game levels, then I evolved into mission design. Now, I am in charge of cross-disciplinary topics including realization, narrative, and level design.

 

I am also occasionally lecturer in higher education schools where I have the opportunity to share my experience with the future developers of our industry.

Currently, I put my skills for Ubisoft Paris Studio, as Lead Mission Designer on Skulls and Bones game.


My first steps in the industry began in 2008 through journalism for the website Gamatomic. Alongside my studies in computer sciences, I wrote video games reviews. This experience allowed me to develop my knowledge on writing documents and about the video game industry.

 

I continued my studies with during one year with a barchelor degree to learn game and level design. After this year, my first experience as a professional began in the parisian studio Kylotonn Games for the project The Cursed Crusade.

 

Thereafter, I worked for three years as level designer at Ubisoft, on the Just Dance series, where I learned a lot with a great team all the ins and out of a video game development.

Following this experience, I have shifted to robotics at the company Aldebaran Robotics, become Softbank Robotics Europe, to discover new ways to create in order to learn more about the design of playful systems.

 

After a year in this industry, I decided to go back to my passion: video game. Since October 2015, I'm at Ubisoft Paris Studio, where I worked on WATCH_DOGS 2 released in 2016 and WATCH_DOGS: LEGION released in 2020.

 

P R O F E S S I O N A L . P R O J E C T S

 
 
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TEACHING

In parallel of my company work, I get the opportunity to teach Level Design to students for several  higher education schools.

 

In 2014, I started at IUT de Bobigny - Université Sorbonne Paris Nord. This first experience allowed me to learn a lot about projects supervising and level design theory knowledge.

My interventions was a mix of level design basics and games level design analysis. I was also in charge of Unreal Development Kit workshop for students project. Students had to design a map from the Gears of War 1 level editor on PC. I trained them the tool during an intensive week , then I followed the progress of their maps.

 

After 3 years, I took a break to focus on my professional projects. I returned to teaching in 2018 at IMM Digital School at La Defense and ICAN at Paris where I  am teaching level design basics knowledge lessons and following students projects.

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P E R S O N A L . W O R K S