Hi, I’m Acelin Berthelot

Systems designer

Designing systems around the player.

I design interconnected gameplay systems in Unity and C#, using technical architecture and diagrams to clarify how rules, information, feedback, and pacing shape player choice.

Projects

Cover art for A Rover’s Journey showing the four-wheeled Roo-ver on a blue-lit alien landscape, with the game title above and the MASA logo at lower right.
Cover artwork: Piper Jarvinen.
01
  • Unity
  • C#
  • Visual Studio
  • Git / GitHub
  • draw.io / diagrams.net

Academic project · Ongoing

A Rover’s Journey

A team-built rover exploration game translating MAXART’s space-awareness brief into movement, narrative, and a stable, responsive player experience.

  • Performance & stability
  • Movement & player feel
  • QA & playtesting
Additional information →
Recorded without audio.
02
  • Unity
  • C#
  • Visual Studio
  • Git / GitHub

Academic project

Drawn to Life

An immersive VR survival puzzle built around hands-on system restoration, diegetic environmental feedback, and player-shaped outcomes.

  • Hands-on system restoration
  • Immersive diegetic feedback
  • Player-shaped outcomes
Additional information →
UML class diagram for an adventure-booking system, showing account roles, adventures, sessions, bookings, payments, transactions, attendees, and feedback.
Object-oriented class diagram.
03
  • C#
  • Visual Studio Code
  • draw.io / diagrams.net

Academic project

Adventure Booking System

A console application translating booking rules and user roles into a connected object-oriented model.

  • Object-oriented design
  • Domain modelling
  • Workflow validation
Additional information →
04
  • Unity
  • C#
  • Visual Studio
  • Git / GitHub

Academic project

Eco Defenders

A tower-defence game for ages 10–12 that turns renewable construction into eco-point, placement, and upgrade decisions.

  • Eco-point economy
  • Dynamic wave pacing
  • Balanced tower placement
Additional information →
05
  • Unity
  • Microsoft Excel

Academic project

Action RPG Balance

An action RPG balance pass using shared stat weighting to connect equipment, skills, quests, character progression, and player build choices.

  • Shared stat weighting
  • Build variety
  • Shop and drop economy
Additional information →

Skills in practice

Systems design is the through-line: architecture, gameplay rules, data, performance, and player feedback shape the work.
The tools below show how those capabilities are built, supported, and verified.

Design capabilities

Systems thinking, applied in practice.

  • Systems architecture
  • Object-oriented design
  • Gameplay systems
  • Performance optimisation
  • Data-driven design
  • UX & interaction
  • Rapid prototyping

Applied workflow

Systems & development tools

  • C#Gameplay and object-oriented systems implementationCore
  • UnityGameplay systems, VR interaction, and rapid prototypingCore
  • draw.io / diagrams.netSystem architecture, data flow, and technical documentationCore
  • Visual StudioDevelopment environment
  • Git / GitHubVersion control and collaboration
  • Microsoft ExcelData-driven balancing and structured project data
  • Visual Studio CodeCode editor and project tooling
  • C++Lower-level programming knowledgeDeveloping
  • Web DevelopmentHTML, CSS, TypeScript, and JavaScript foundationsDeveloping
  • PythonGeneral-purpose scripting and automationDeveloping

Assisted workflow

AI-assisted practice

  • CodexImplementation, testing, and review support
  • ChatGPTPlanning, research, and documentation support
  • Google GeminiResearch, comparison, and ideation support
  • MidjourneyVisual ideation and reference exploration

I remain responsible for every decision, review generated output, and verify it against the project.

Presentation workflow

Supporting media

  • Adobe Premiere ProVideo editing and project presentation
  • Microsoft PowerPointDesign pitches and project presentations
  • Adobe PhotoshopImage editing and project presentation

About

My completed work moves from character balance and educational mechanics to spatial VR interfaces.
Across each project, I focus on how rules, information, and feedback shape the experience of play.

Read about my direction →