About Me

My name is Ilan Lannurien, I am a French business school student at KEDGE Business School (Master in Management). I previously studied Economics and Management in Aix UNI and followed two additional tracks: an international English & business communication program and an engineering logic/programming foundation track.

At KEDGE I joined the BDA association (literally the "Bureau of Arts") as a passionate of cinema, image and music. We organizes everything that remotely can be called art. That is why, I was able to create productions both visual, such as trailers, and musical with a group of people playing various instruments. I naturally created a deep bond with video games. I've played for as long as I can remember, and that's why, when I grew up, I decided to finally create my own video game.

Beyond business and data, I love exploring, as I experimented with 3D creation (Blender, Maya, Substance Painter) and web development (JavaScript, HTML, CSS) and LaTeX, but found a true passion in C# & Unity, where art, code and interaction meet.

I am currently looking for a 6-month international internship in production, business development or project management in the videogame industry where i could fully express this childhood passion.

Video Club Demo

The video club demo is a retro-inspired interactive environment in the vibe of the video rental stores of the 90s–2000s with three connected rooms: the main rental shop, a storage room, and a cinema projection room. I wanted not only to model an environment but to make it playable by adding interactions, missions, animations and sound design, all done by myself. It took approximately 2-3 months of part-time work to complete.

The full gameplay of the demo featuring myself (surprise at the end...).

My Contribution

3D Modeling & Texturing

  • Created all meshes from scratch (Blender then Maya).
  • UV unwrapping & Substance Painter texturing.
  • Bone structure and baked animations.
  • Mix of low, mid and high poly workflows.
  • High poly baking example: aquarium centerpiece.

All Meshes (Selection)

Aquarium Carton Cassette Chair Counter NPC Ilan Cassette player Official seal Piano Projector Tape sleeve protection Drawer CRT TV

Gameplay & Coding

  • Interaction systems in C#.
  • NPC interaction & mission logic.
  • UI objectives tracking.
  • Piano mission: animated keys + sound triggers.
  • Cassette mission: collectible & UI trophies.
  • Audio fade system for adaptive ambience.
  • Code-driven & Animator blended animations.

Overall environment layout (demo trailer)
One of the scripts used for different features (here the bubbles randomizer script for the particle system in the aquarium).

Lighting, Shaders & Post

  • Baked + dynamic mixed lighting approach.
  • Retro color grading & subtle film grain.
  • Projected light cones & emissive signage.
  • CRT glow & screen material tuning.
  • Shader Graph with node for diverse effects.

A high poly aquarium mesh with shader reflection, script for the fishes and baked animation.

The cinema room with reactive light, volumetric fog for visual effect, projecting a great movie.

Animations

  • Door & projector mechanical motions.
  • Cassette pick-up & shelving sequence.
  • Piano key press feedback.
  • NPC idle & interaction loops.

Key perfect piano animation (playing the main theme of another great movie : "Le Chat") .

Audio Design & Adaptive Mix

  • Area-based ambience blending.
  • Projector & crowd spatial layering.
  • Dynamic music attenuation in cinema.
  • UI & interaction SFX consistency.

Key Features

Each core aspect of the demo is illustrated with an inline looping video.

The overall view of the level.

Seamless Playable Spaces

Three connected rooms (shop, storage, cinema) with consistent lighting, navigation flow and interaction density. Level layout iterated to balance readability and retro clutter aesthetics.

  • Room transitions without hard loads.
  • Sightlines guiding the player toward objectives.
  • Prop density tuned for performance & clarity.
Interactive UI system connected to the NPC (with my face for fun).

NPC & Mission System

Custom NPC with interaction prompts and branching mission steps controlling cassette retrieval and piano interactions.

  • State machine for mission progression.
  • Contextual UI prompts & objective list.
  • Face mesh modeled from self for personalization.
Cassette animation system and interactive trophy UI

Cassette Collection & UI Trophies

Interactive cassette pickup & shelving logic with visual feedback and trophy tracking UI.

  • Inventory slot management.
  • Animated movement path (code‑driven).
  • Progress feedback panel.
keyframed animation connected to a recording of me playing the piano.

Piano Mission & Audio Triggers

Animated keys responding to player input triggering layered sound events and unlocking narrative beats.

  • Animator + code hybrid sequencing.
  • Debounce & multi-note handling.
  • Sound layering with volume blending.
Render Texture with reactive light displaying some of my old school video games menus.

Retro Art Direction

Inspired by VHS era palette: warm tungsten interiors, saturated signage accents, CRT glow & film grain overlays.

  • Subtle chromatic aberration & vignette.
  • Procedural dust motes for volume depth.
  • 90's-2000's driven modeling & texturing.

Skills Gained

  • Business & Data: Analytical mindset, measuring and presenting results.
  • 3D Creation: Blender, Maya, Substance Painter, Photoshop.
  • Programming: C# in Unity, earlier experience JS/HTML/CSS.
  • Creative Arts: Cinema, music, visual composition.
  • Project Management: Planning, executing & delivering a project.

Contact

If you'd like to discuss opportunities, collaboration or just say hello, feel free to reach out.

Email: ilan.lannurien@gmail.com

Linkedin: linkedin.com/in/ilanlannurien/

Resume: My Resume

Number: +33750482455