01/ 07
INTRODUCTION
MATTHIEU FORSANS
Portfolio 2026
Every answer starts with a question.
Every projects begins with a question.
Everything else is the search for the right answer.

02 THE IDEA
The road was already full of stories.
The game simply gave children a reason to notice them.
Instead of creating a fictional adventure, the game used the real journey as its playground. Road signs became collectibles. Every discovery unlocked new knowledge.
And every trip became a little different.
03 GAMEPLAY LOOP
Every mechanic supports the same goal: making learning feel natural.




OBSERVE
COLLECT
ANSWER
UNLOCK
04 PROGRESSION
Learning gets people started. Progress keeps them playing.

05 CONCEPT SCREENS





● DEVELOPMENT NOTES
This project is still in production. The visuals shown here are concept assets and prototype interfaces created during development. The final game is currently being produced.
02/ 07
RENAULT
2025
Role
Creative Concept
Game Design
Art Concept
UI Design
01 THE QUESTION
How do you turn a car ride into an adventure?
For most children, a journey
is just time spent waiting.
The challenge wasn’t to teach road safety.
It was to transform the journey itself into part
of the experience.
Every trip already had the pieces of the game.
03/ 07
F13
2025 - Now
Role
Scenario & Worldbuilding
Game Design
Art Direction
UI / UX Design
01 THE QUESTION
How do you make players forget they're playing a game?
Most games stop when players make mistakes.
Real investigations don't.
People miss clues, colleagues continue
their work.
Leads disappear,
the story moves on.
So F13 was designed
without a game over.

02 THE IDEA
Instead of punishing failure,
the game adapts.
Objectives can be completed by other agents. Important information resurfaces through different channels.
Every investigation continues.
Just differently.
03 THE SYSTEM
The mission report is the heart of the game.
It tracks every objectives.
You see what’s done, what’s pending and what others have already found. Your progress matters. But you’re not the only one working on the case.
The narrative never stops.

04 BELIEVABLE SOFTWARE
Every tool looks and behaves like real professional software.






05 DEVELOPMENT NOTES
All interfaces, documents, videos and data used in F13 were created specifically for the game.
The goal wasn’t realism for the sake of it. It was credibility. To make the player feel like part of a real intelligence unit.
Some story elements and assets have been intentionally modified here to preserve the player’s experience.
04/ 07
CABAIA
2025
Adventurer Collection
Social Campaign
Role
Concept to Final Delivery
01 THE QUESTION
How do
you keep someone's attention long enough to
tell a story?
Social media doesn't reward explanations.
It rewards curiosity.
My challenge wasn't just to advertise a backpack.
It was to make people stay.

02 THE IDEA
Movement has always been
my first language.
My background is in 3D animation.
Long before I started designing campaigns,
I learned that movement naturally guides the eye.
Since then, it's become one of the first things
I think about whenever I need to hold
someone's attention.
Direct the eye.
Movement isn't there to impress.
It's there to make sure people see what matters.

Create curiosity.
The best hooks don't explain.
They invite people to keep watching

Reward attention.
The backpack isn't the first thing people see.
It's the thing they stay long enough to discover.

03 OTHER WORK FOR CABAIA






05/ 07
BEMATERIAL
2026
Brand Identity
Role
Creative Direction
Logo Design
Visual Identity
Assets for website
01 THE QUESTION
Where do you start when there's no obvious direction?
A logo is easy to recognize.
A feeling is much
harder to design.
That's where
this project started.

03 WHAT THE IDENTITY NEEDED TO FEEL
Finding the right balance.
TOO
CORPORATE
TOO
PLAYFUL
TOO
GREEN
TOO
YOUNG
CHOSEN PALETTE
02 THE IDEA
Some companies sell products.
Others sell clarity.
BeMaterial helps organizations navigate complex sustainability decisions. Instead of illustrating ESG, the identity needed to express something less tangible: clarity, confidence and direction.
04 DESIGN PRINCIPLES
Finding the right balance.

DIALOGUE
Start with conversation.

MOVEMENT
Give people direction.

PRECISION
Make complexity
feel simple.
05 FROM CONCEPT TO REALITY




06/ 07
PLAYGROUND
01 THE QUESTION
What happens when curiosity becomes the brief?
Most of these projects started without a client.
They started with a need,
an idea worth exploring,
or simply because I couldn't find what I was looking for.
02 POSTER SERIES





03 SHIRT DESIGN

04 MUSIC

0:00/1:34

0:00/1:34

0:00/1:34

0:00/1:34
LYRICS
I been lost in my own navigation.
Wrong turns,
Right destination.
Had to make sure
You 'll see the best version of me.
I broke the walls
Built in my head
To guard what I bled
To hide what I felt
The words I never said.
05 PAINTS / DRAWING



05/ 07
CONTACT
MatthieuForsans@gmail.com
Let’s build
something
worth
remembering.
Thank you for taking
the time to look through
my work.
I’m always open to
discuss new ideas,
projects or collaborations.
Fell free to reach out.

Matthieu Forsans
Ideas find their form.
I enjoy working where strategy, design and storytelling overlap. Whether the final outcome is a game, a campaign or a visual identity, I’m mostly interested in understanding the problem before choosing the medium.
I’m less interested in applying a style than in finding the right response.
Paris, France