01
Profile
Hello there
Arthur Brosson

ARTHUR BROSSON

Game DirectorLead Level & Game Designer

I design games that know who they're for. A game for everyone is a game for no one, and 8+ years across puzzle, adventure, combat, and shooter only sharpened that belief. Level design is where I started and the craft I keep coming back to, before growing into game design and game direction. 12 titles shipped, direction on 2, level design on 9. I like a smooth game feel, a sharp pitch, and the unexpected idea that earns its place.

Open to work
Lyon, FR · Remote · Relocation
LinkedIn

CAREER PATH

12
Shipped titles
3.4M
cumulative minutes played
Across 7 VR arcade titles
150+
VR arcades worldwide
180+ countries via Synthesis VR
5
Platforms shipped on
Mobile · PC · PC VR · Meta Quest · PlayStation 5

PROJECTS

Studio projects 12
GAME DIRECTOR · LEAD GAME DESIGNER · LEVEL DESIGNER
Side projects 5
GAME DESIGNER · SOLO DEVELOPER
WIP / TAPTAP-COLOR

TAPTAP.COLOR

Game Designer
StudioStudio Games · 2015

My very first shipped game. Simple on purpose, the real goal was learning to ship end to end.

TapTap.color
PROJECTS / PORTFOLIO-DUNGEON

PORTFOLIO DUNGEON

Solo
Personal · 2026

A turn-based ASCII dungeon crawler hidden inside this portfolio. You fight the characters locked inside it, one game per room.

EXPERIENCE

VR STUDIO LDLC 2019 – 2026
Intern Game & Level Designer Lead Game Designer Game Director

Joined VR STUDIO LDLC in May 2019 as a Level Design intern and grew into Game Director over 7+ years. 8 titles shipped (7 in VR arcade), deployed across 154 venues via Synthesis VR. Every design decision gets pressure-tested by real players in a context where each session is billed by the minute, players have never touched a VR headset before, and the team can't ship anything that doesn't survive 30-second onboarding on a noisy arcade floor.

Game Direction
2023 → present · 2 titles
  • Orchestrated creative vision on a licensed IP, aligning tone and structure with the franchise and target audience
  • Coordinated with license authors and partner studios from pitch to delivery
  • Guided all departments through production with maintained vision documentation
  • Managed milestones, quality standards, and subvention applications
  • Made decisive calls on team risks and sprint goals while preserving team ownership
  • Pitched new project concepts and license opportunities end-to-end: visual design and layout of pitch decks, graphic assets, then presentation and concept discussion with studio leadership and external partners
  • Analyzed player analytics to extract behavioral insights and translate them into concrete design and product decisions
  • Stayed plugged into VR and game industry trends to inform vision updates
  • Stayed hands-on in level design while directing: blockouts and key spatial decisions on each title
Lead Game Design
2021 → 2023 · 4 titles
  • Led design of mechanics, levels, and narrative systems across 4 shipped titles
  • Managed and mentored a team of 1 to 3 designers, providing direction and reviews
  • Drove daily playtesting and detailed feedback on every version that hit dev
  • Tuned game feel for VR constraints, arcade pacing, and shared hardware
  • Embedded design into cross-functional decisions with art, programming, and marketing
  • Owned level design end-to-end across the 4 titles: blockouts, pacing, sightline work, and final dressing
Game & Level Design
2019 → 2021
  • Designed and integrated levels from sketch to final dressing
  • Built player interactions, onboarding, and progression for casual VR audiences
  • Optimized layouts for VR comfort, immersion, and arcade session length
  • Started as a Level Design intern, shipping production-quality content within months
Titles shipped
Baïkin Studio
Jan · Aug 2016
Intern Level Designer & Boss Designer

Designed and integrated 7+ levels and boss encounters on Magibot (2D puzzle-platformer, PC & mobile), iterated based on playtesting feedback. My first proper production cycle in a real studio: sketching layouts, building them in-engine, scripting encounters, and shipping content under real milestone pressure.

Titles shipped
Level Design Boss Design Unity 2D Platformer PC · Mobile
Pango Studio
Jan 2017
QA Tester

Tested and reported bugs on a kids' mobile game. Learned to write a proper bug report and to make it useful to the developer who picks it up.

Titles shipped
QA Testing Mobile Kids
StudioStudio Games
2014 – 2016
Young student full of hope

Student collective alongside studies. 3 games shipped on PC and mobile, showcased at gaming conventions. Where the obsession started.

Titles shipped
Beware the Cube TapTap.color
Game Design Level Design Production PC · Mobile
Education
Bellecour École
Master in Game Management · Bachelor in Game Design · Lyon, France
2014 – 2019
Studio M
Technological Baccalaureate, Art · Toulouse, France
2011 – 2014