Who Am I

I am an experienced Game Designer, Level Designer and Lecturer, doing some 2D art as well.
I worked in the videogame industry since 2003 after completing graphic communication design and metalwork studies.


PDF (en) GAME - Win 26MB

My principles

« Never give up, trust your instinct »

A proverb

« Life is hard but raw rice is harder »

I am a Frenchman, who lived three years in India, now living in Japan, married to a Japanese woman and happy father of two children.

Open-minded, easy to live with and very curious, I spent a lot of time finding out what I wanted to do, which is why I tried a lot of things before sticking to video games, such as metalwork, advertising design, comics, music or youth worker for educational schooltrips

I learned game design and level design on the job in 2003, and until June 2017, I shared my experience with Indian students at Rubika Supinfogame while continuing to create game prototypes, test ideas and draw. I’m not afraid to get out of my comfort zone and motivate myself to learn new skills by myself, as I did for programming or audio mixing.
One can say that I am a Swiss knife who never forgets to sharpen all its blades.

I love ice cream, Miso Ramen and Japanese Rice Curry. And teaching dumb and funny stuffs to my kids.

Games Designer - Level Designer

Cyber Connect 2

Dofus: Battle 2

Alice in Wonderland DS

Highlander - The Game

Alone in the Dark

Famous - Road to Glory

Dance Floor

Rayman Raving Rabbids DS


Rubika Supinfogame India


Simon's Odyssey


I'm Designer and I Wanna Help


Mirror's Edge Custom Map

Game Design Adventure

Tweet Kaminator









Tweet Kaminator | Manuel Utsunomiya Bonisoli

Tweet Kaminator


This is a prototype game on Hideki Kamiya (Japanese game director of Bayonetta, Okami, etc.) and his way of using Twitter every day. Because he received a constant stream of questions that he answered with a short sentence or a single word, I found it funny to make a hybrid between a beat’ em all, a rhythm game and a memory game.

The key is to answer the questions posed by his followers, but in the form of a combination of moves. The player must remember which combo to perform for each question. Of course, I give visual feedback to give clues to the player. Combos are essentially a Punch and Kick button press chain, which always ends with the Special button.

The followers display the number of allowed attempts and, from there, more or less fill the Kamiya processing gauge. Once this gauge is full, Kamiya can turn into one of the characters he has created, allowing him to « hit » the right answer automatically. In this state, the followers display the combo corresponding to their questions so that the player can remember them.

I use well-known characters, only as place-holder to be able to prototype the project quickly while Kamiya’s sprite and animation are handmade.


Manuel Utsunomiya Bonisoli ⓒNut Island Studio
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