Florence Noé alias Floppy - Freelance

Hi there!

I'm a video game programmer and this is my portfolio. Here you can find some projects I'm working on, or worked on, and stay tuned to their progress. For now I mainly focus on gameplay programming and learning about artificial intelligences, but I'm always happy to learn new tips and tricks about anything that can help me build better games.

I like to develop with VR devices such as the Oculus Rift or the HTC Vive and new types of controllers. Unity is currently my speciality, but I'm quite proficient with Unreal Engine. Also, I like to go back to C++, and experiment with new video game engines. You can see me at game jams such as the Global Game Jam, and at various events about video game development in Paris.

I'm currently working as freelance, so feel free to send me a message if you need a programmer to help you make your games.

Previous work


Heave Ho - at Le Cartel Studio

Released August 29, 2019

Heave Ho tasks up to four players with a simple goal – don’t fall to your death! Players will use their own two hands and the outstretched grip of their friends to grapple across each level on their way to victory. Grab one another’s hands, climb across dangling bodies, and swing your pals to safety in a wobbly, dangly mass of limbs. Customize your character with all manner of stylish accessories and zany accouterment in a vain attempt to remember who you are and which of your hands is the only thing between you and the plummet of doom.

Heave Ho started as a Game Jam project in 2018 during the Urban Jam We had so much fun with the game that we decided to continue its development. Heave Ho was made with the infinite support of Devolver Digital and is also supported by the CNC (Centre national du cinéma et de l'image animée).

Checkout Heave Ho's website

Battlefleet Gothic Armada 2 - at Tindalos Interactive

Released January 24, 2019

Battlefleet Gothic: Armada 2 is the new real-time strategy game adapted from Games Workshop’s famous tabletop game that portrays the epic space battles of the Warhammer 40,000 universe. Expanding on the groundwork laid out by the first game, Battlefleet Gothic: Armada 2 is a full-blown sequel - bigger, richer, more impressive and more ambitious than the original game. It will include, at launch, all 12 factions from the original tabletop game and its expansions it is based on: the Imperial Navy, Space Marines, Adeptus Mechanicus, Necrons, Chaos, Aeldari Corsairs, Aeldari Craftworld, Drukhari, the T’au Merchant and Protector Fleets, Orks, and finally, the Tyranids.

During the development of BFG2 I learned how to work with Unreal Engine and improved my knowledge of interfaces in games.

Checkout Battlefleet Gothic Armada 2's website

Event[0] - at Ocelot Society

Released September 14, 2016

In an alternative future where all mankind united to conquer space, you, an astronaut from the renown company International Transport Spaceline, end up in an abandoned spaceship. To return to Earth you will have to befriend the only crew member left, Kaizen, the AI of the spaceship Nautilus. Talking to Kaizen is fairly simple, you just have to type what you want to say using the terminals spread through the Nautilus. It's up to you to build a relationship with Kaizen in order to discover what happened on the Nautilus and maybe survive.

Event[0] started as project from a group of Enjmin students. Then IndieFund and the CNC (Centre national du cinéma et de l'image animée) backed the project, so the team started their own studio Ocelot Society in order to develop the full game. I joined the studio during development and worked as a Gameplay Programmer on Unity. There I built tools to monitor the AI of Kaizen, implemented UI elements, developed puzzles and tons of other elements of gameplay. For me, the funniest things to develop were the ones that improved Kaizen : portraits and animations on the right hand bottom corner of the terminals' screens and the glitches on the text (see below). Actually, this is why I ended up being credited as "Glitch Programmer".

Checkout Event[0]'s website

Student Projects

Pet's Adventure - EIP Epitech Innovative Project

Team : 6 students

This project is my final project at Epitech. It lasted 2 years and a half (while making other school projects and then studying abroad in Korea) and was made with Unity. I mainly worked with the characters' AIs and puzzles.

Pet's Adventure is a game about the adventures of a mad scientist's pets. Follow their journey as they travel through time to stop their enemy : a vicious lizard who stole the time machine of their master in order to enslave all human beings.

During your adventure you'll control a simple yet fearless dog, a cute and mischievous cat and a nerdy turtle. The game alternates between two different ways of playing. You will be able to explore ancient Egypt, or medieval towns, searching for your lizard enemy and fighting your way around. Each member of your animal team has special abilities that you'll have to use at the right time to progress. But you still control pets, so you will have to run away from danger sometimes, in some runner-like stages.

Checkout Pet's Adventure's facebook page

Will Hue Survive ? - Experimentation at the Epitech HUB

Team : 2 students

Will Hue Survive is a small experimental project that combines the Philips HUE with the game engine Unity to create a video game where the lights in the game are put back on the real lamps that surround the player. The goal is to increase the immersion by creating an ambiance appropriate to the game.

I tested the idea with a simple scene, inside a rainy town with lightning bolts and some street lamps. The setting was simple, a computer with a mouse and keyboard, and two lamps on the ceiling on the left and on the right of the computer. You, with a first person perspective, can walk around the town and see the lights of the lamps mimic the lights in the game.

My teammate and I would like to go further on this project and create a game using the lights as an element of gameplay. I hope that we would be able to do that in the future, once we can put our hands back on some Philips HUE lamps.

Coming soon.

Time To War - Digipen project at Keimyung University

Team : 3 students

Time To War is a turn based tactical RPG developed with a home-made engine made in C++. The game was inspired from games that we loved from our childhood such as Advance Wars and Dofus. The goal here is simple : Get rid of the monsters that infest the forest. You control a team composed of knights and mages and will have to use their different capacities to defeat the different monsters that awaits you in the forest.

During my year abroad in Korea I had the opportunity to join a Digipen class. The goal was to develop a game and to design our own game engine to fit the needs of this game. The team chose to make an Entity Component System engine with a Lua binding to code elements of gameplay. We developed our own tools to make spritesheets, and levels.


Project Segfault - Game project at Keimyung University

Team : 4 students

Project Segfault is a mobile/webGl made with Unity.

This game is another take on the story of a Bit escaping from a memory corruption inside a computer. The Bit, represented as a little smiley cube, relentlessly follows a column-like path with obstacles on each side. Your goal will be to rotate this column by swiping left or right (use left, right keys) so the Bit avoids the obstacle.

Project Segfault's webpage

Here is a demo of the game we exposed at a student exhibit at Keimyung University.
To play use the and keys.
Play Segfault Project (Available for Internet Explorer, Firefox and Opera)


LÖVE2D projects - GameDevLab 2013 to 2014

Team : 1 to 3 students

While I was a member of the video games laboratory of my school, I fell in love with this little framework called LÖVE2D. It was probably because of the names of the many libraries (ANaL, Donut, Lovetoys...) and the cutness that irradiates from their website.

I made a little Centipede clone to learn Lua and the framework on my own, then I developed a management game with a team from the lab.

This is with a little management game project that I started to learn how to develop AIs and to implement pathfinding algorithms such as A*.


Bit Escape - SummerCamp GameDevLab 2013

Team : 2 students

Bit Escape is one of the first games I made with Unity. It's a rail shooter I made during the Summercmap of the GameDevLab (one of the former development laboratories at Epitech) I had the opportunity to develop with the Oculus Rift (SDK V.1) and with the PlayStation Move controllers. The game was inspired from the song 8 Bits by Mind.In.A.Box.

In this game you play as a Bit who tries to escape from a computer through the serial cable. You can look around you with the Oculus Rift headset put on and use a Playstation Move controller (or an Xbox controller) to target programs that won't let you leave the machine.


Contact me

Send me an email