Louis Vogel
://Ex_Silentio_ is a puzzle-exploration game about a digitalized human consciousness exploring an old database of memories. The main challenges of this project were to be able to replicate the behaviour of a command line interface, and to procedurally generate textures from words.
Viscera is a fast-paced first person hack'n'slash that we developped in the second year of our Master's degree with a team of 12 students. We decided to use the Unreal Engine 5 to have a better idea on how to use it. I worked as a gameplay programmer on this project, with a particular focus on making the character controller juicy and responsive.
Obec is an action RPG revolving around bossfights with roguelite elements. This was my first experience working in a video game studio, Sentry Games. I was tasked with creating, implementing and maintaining various systems, but to name a few : player movement, camera management, pet movement, buffs systems for entities. This allowed me to benchmark other games, to see how and why I should make a decision, especially regarding the camera.
I am currently employed at Apperture, a Serious Game studio. Find out more about my work in this company.
In my spare time, I enjoy prototyping gameplay ideas that come to mind and working on personal projects. Here are a few of them.
I enjoy taking part in the occasional Game Jam. You can find a few of the projects I worked on on this page.
Party Knight is a party game that we realized as a team of 18 student. As one of the two programmers and a scrum master, I was able to tackle game development in a long-term project for the first time.
Psychoquake is a multiplayer Quake like game made in two months as a school project when I was 19. It allowed me to tackle networking with the Mirror unity package.
Back when I was studying at CNAM-Enjmin, we created several physical installations using video game technology.
Hello ! I'm Louis VOGEL, a French junior gameplay programmer with a strong focus on Unity, C#, and fast-paced prototyping.

I especially enjoy fast prototyping, system design, creating responsive and juicy gameplay, and building tools that improve the workflow for artists and designers.

I am currently working at Apperture in Bordeaux, where I develop serious games as a gameplay programmer. I joined the studio in March 2025 for my final-year internship, and continued as a full team member starting in September. This experience marked the end of my Master’s degree in programming at Cnam-Enjmin, from which I graduated in August 2025.

Before that, I spent a year at Sentry Games, where I had the opportunity to work as a gameplay programmer on multiple projects, including the vertical slice of OBEC. The experience taught me a lot about feature ownership, iteration, and maintaining production-ready systems in a small interdisciplinary team.

My background also includes a Bachelor’s degree from 3Axes Institut, where I first learned game development and worked on numerous student projects, often as the main programmer. Since then, I’ve gained experience in Unity, Unreal, C++, C#, shader programming (HLSL), WebGL prototyping, and various tools such as Git, Jira, and Subversion.

Over the years, I’ve worked on a wide variety of projects: from fast FPS prototypes and interactive installations using Arduino, to puzzle-exploration games, mobility-focused action games, and several game jams. These projects helped me build adaptability, technical curiosity, and a long-standing passion for experimentation.

Feel free to explore my work below - whether it’s student projects, jam games, prototypes, or larger productions, they all reflect the same thing: I love making games, learning new techniques, and collaborating to bring ideas to life.