
My first MMORPG
Lands of Uralys was my first MMORPG — two and a half years of game design, engineering and iteration that kicked off the adventure that still drives me today.
Players controlled a dynasty of magicians and warriors, crafted items, traded on the market and clashed in turn-based battles against other clans.
Assemble a squad, pick your fighter line-up and manage every action of every turn. A full combat loop — from fighter selection to round resolution and the final fight result — built entirely around clan rivalry.
Every player built a clan of creatures with stats, inventory and breeding lineage. Detailed creature screens, breeding visibility rules and inventory management made the meta as deep as the fights.
A live market let players trade crafted items, resources and rare ingredients — a full economy layer running on top of the game's persistence model.
Clan-vs-clan combat with fighter selection, action queues and targeting rules. Every battle built on the previous one — a living competitive ladder.
Gather resources, combine recipes and forge the weapons, armours and artefacts that powered every clan's ambitions.
Stats, lineage and visibility rules turned every brood into a long-term strategic bet — dynasties rose and fell on bloodlines.
Founding players, legendary clans and record holders were immortalised in a dedicated hall — a living memory of the world's history.
Earth, Water, Fire and Air shaped combat affinities and crafting recipes — with Akasha, the fifth element, unlocking the rarest creatures and the deepest lore.
Authored end-to-end — Flex / Haxe client on top of a Java / Spring back-end running on Google AppEngine, orchestrating every turn for every clan.
Flex 3 and Haxe on the client, Java with the Spring Framework on the server, deployed on Google AppEngine. Turn-based combat, breeding and market systems built from scratch.
Designed and developed solo as game designer and full-stack engineer between January 2008 and June 2010 in Toulouse — the project that started the Uralys adventure.

Tribes And Khans was a free MMO Strategy game. Build cities, raise armies to extend your lands, use merchants caravans to share your resources.

Developed a browser MMO prototype with Adobe Flex — a social composition game where musicians form bands and compete. Inspired by the dance e-jay saga!

A mobile game created with Godot Engine, released on Apple Store and Google Play Store. Help Avindi build her Valley by discovering all the combinations of magical potions
Browse the full timeline of my projects.