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

Lets 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