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April 2021 - October 2025

Previously a mobile game, The Sandbox is now the name of a massive project aiming to build both a voxel-based 3D Game and a Game Editor.

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Introduction

For over 4 years, I worked as a Level and Game Designer at The Sandbox, where I designed and built both single-player and multiplayer experiences across 6 live seasons. Many of these projects were based on major IPs such as Jurassic World, Cirque du Soleil, MK2 Cinema, and Gucci. In addition to level design, I collaborated closely with the development team to enhance the studio’s in-house game editor, helping shape the creative tools used by thousands of creators. I also led a small team of level designers in developing template experiences to inspire the community. Beyond production, I actively represented The Sandbox at industry events, presenting and teaching game development at meetups such as the Hong Kong: Creator’s Day and the Paris Bootcamp.

Working with partners

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The Sandbox rapidly became very popular over the years, therefore we attracted a lot of brands and personalities willing to partner with the project. Depending on the number of Lands they invested in, we would have to internally produce experiences to cover their acquired territory.

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IP experiences I've built: Jurassic World, Cirque Du Soleil, MK2 Cinema, Gucci, Playboy...

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ParIsland (season 4)

Working with partner with such influence can sometimes be very challenging. Creating a world within their vision, from the asset requests to the blockout, can turn out in many iterations. But when the experience finally goes live, I can only be so proud of the result!

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MK2 Cinema: Social Hub (season 4)

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deadmau5: Tower of Light (season 2)

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Jurassic World: Dinosaur Preserve (season 5)

Level Design

The Game Maker is fairly accessible. Indeed, I find it very easy to prototype, wether by using the block system to create 3D spaces or assembling "Logic" to create game mechanics.

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All the content is also stored online, as a Level Designer, I can very easily pick and place any asset from the immense library, that suits my needs for my level!

A comparison video between an experience's blockout and final look, made for Playboy.

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A multiplayer platforming experience's blockout and its final look. It's a cooperative game in which players cycle through thematized events, each branded by one IP: Rabbids (Ubisoft), deadmau5, Snoop Dogg & Paris Hilton.

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An experience divided in 7 levels, eaching having procedural spawners for loot, enemies & doors.

The Game Maker

I’m quickly putting my hands on the Game Maker, the game editing tool developed internally and used to create levels - so called “experiences”. In the beginning my goal was to simply test my new teammates' experiences to provide feedback and familiarize with the content I will be participating in creating. After a while, I was able to finalize my first few experiences playing with the available blocks & assets and of course the logic system.

 

As the new versions of the Game Maker come in, using my Level Designer point of view I will take part in giving feedback, improvements and debating on its features with the product team, in order to better it.

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  • YouTube - Black Circle

Templates

A key part of my journey at The Sandbox, was the production of Template Experiences. For a few months, I was leading a small team of a few Level Designers to create as many relevant game templates as possible. As totally game changing new features were added to the Game Maker at the time, the need of teaching our player & creator base grew. We started by brainstorming over the new mechanic possibilities. Continuing with a lot of back and forth between the game editor and the actual game, on which we would do mutliplayer testing sessions, we came up with a go / no go templates list. A bit of polishing and dressing by our fellow Level Artists was done, and voilà, +25 new templates were born!

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These are now all available to the public!

Events

Part of my role at The Sandbox is to transmit my knowledge of the Game Maker to other creators. With 4+ years of expertise, I was able to attend multiple events: Hong Kong Creator's Day, Paris Bootcamp with external Creators, Internal Roadmap Workshops... in which I was enroled to teach Game & Level Design techniques and help creating amazing games!

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