Hey you,

My name is Lucas Guibert, Gameplay Programmer graduated after 4 years of training spent at Brassart Montpellier in France (formerly known as Ariès, formerly known as EPIIC). Before that, I was just a teenager too busy trying to create my own mods on the D’jinni Editor of the first The Witcher, before getting down to my first experiences on Game Maker.

Versatile developer from the elaboration of gameplay mechanics, through the development of architectures and tools creation, I like to diversify my tasks within the projects and experiment about new techniques and ways of working. Programmation asides, I have a very special love for Game-Design in all its facets – from simple brainstorming to the complexity of Level-Design -, a field in which I’d like to specialize myself further with time.

If you’d like, it is with pleasure that I invite you to take a look at the various projects and the many Game Jams in which I’ve participated, of which you can have a good overview from the intermediary of my GitHub account.


Road 96

Road 96 is a procedural narrative adventure in the form of a road-trip taking place in the 1990s, and developed by the DigixArt studio in Montpellier, South of France, in partnership with HP Omen.

Don’t Forget

Don’t Forget is a serious game featuring various puzzles through Alzheimer’s disease.
It’s the winning game of the Ubisoft GaCha 2019, a Game Jam organized by Ubisoft in Montpellier, France.

The Dreadful Show

The Dreadful Show is a cooperative beat ’em up playable up to four players locally or online.
It is the game made during my third year of studies within Brassart Montpellier, in France.

Game Jams & Others

I also regularly participate in various projects and multiple Game Jams, and although not all of them are always accessible, a good part of them remains available through my web page.


TDS - Screenshot
Bandimanchô - Screenshot
Don't Forget - Screenshot
Pafztec - Screenshot
previous arrowprevious arrow
next arrownext arrow


          Programmer specialized in video games development with a heavy background of experiences in the elaboration of game loops, complex movement systems or experiments on physics collisions.

Proficiency in C #, with solid knowledge of C ++ and good notions of Python.

Areas of predilection:

  • Gameplay mechanics development
  • Character Controller and Game Feel
  • Code architecture design
  • Engine tools creation

With strong experiences in communication and working in a team, I’m also quite a perfectionist, which always pushes me to take my work further and further down to the smallest details.


          If you have any question or would like more information, don’t hesitate to take a look at my Linkedin profile or to directly contact me by e-mail at the following adress: