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Gobelins School

Team projects • Game jam • Gobelins Paris

Gobelins Paris logo

Team projects from my time at Gobelins Paris, built alongside designers and fellow developers, then picked up again to ship them properly.

Odyssey promo film poster: an exploded view of the dashboard, with the Southeast Asia itinerary map, a budget card, a checklist task, a Cambodia tag, a PDF ticket and a trip member floating above the app.
ODYSSEY · PROMO FILM 00:51
01 GOBELINS · 2024 — REVIVED 2026

Odyssey

A travel planning dashboard for long, complex trips. The itinerary map, calendar, tasks, budget, documents, visas and vaccinations live in one grid of widgets you can rearrange, and the whole group plans the same trip together.

CONTEXT
Gobelins school project, April–June 2024, answering one question: how do you make planning a long trip more fluid by putting everything in one place? Picked up again solo in 2026: end-to-end tests, CI, and a guided demo with a throwaway account per visitor.
MY ROLE
Front-end developer: authentication, onboarding, navigation, the documents and members pages, and saving each widget layout to Supabase. Sole developer on the 2026 revival.
TEAM
  • Design — Camille Robillard, Ludwig Pilicer, Elie Nissen
  • Development — Théotime Lameyre, Rama Herbin
Nuxt 3Vue 3TypeScriptSupabaseTailwindGSAPPlaywright
Try the live demo
Go!Go! DNA intro: Jelly, a green blob with legs and wings, stands in a colourful cartoon forest next to a cracked hole in the ground.
GO!GO! DNA · INTRO
02 GAME JAM · NOV 2023

Go!Go! DNA

A 2.5D platformer in the spirit of Paper Mario: a flat, paper-like hero in a 3D world. Jelly, a small green blob, collects DNA orbs to evolve, growing legs in the Lab, then wings and a dash in the Desert.

CONTEXT
Made in four days at the Gobelins game jam (14–17 November 2023), playable on keyboard, gamepad and the school's Axis arcade cabinet. Brought back in 2026 as a complete, playable V1 with a visual pass and an English version.
MY ROLE
UI and front end during the jam: menus, modals, loading screen, comic speech bubbles and gamepad-driven navigation. In 2026, I rebuilt the game engine for the playable V1.
TEAM
  • Design — Jessica Poulain, Robin Moncho, Simon Gaspar, Bartholomé Chassac
  • Development — Pierre-Alexis Maldera, Rama Herbin
three.jsNuxt 3TypeScriptGSAPHowlerGamepad API
Play the game
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CASE 04 GOBELINS · TEAM PROJECTS PARIS, FR · 2023–2024

Gobelins School

Team projects • Game jam • Gobelins Paris

Team projects from my time at Gobelins Paris, built alongside designers and fellow developers, then picked up again to ship them properly.

Gobelins Paris logo
( 01 )

PROJECTS

SCHOOL.DIR
ODYSSEY_PROMO.MP4 00:51

Odyssey

GOBELINS · 2024 — REVIVED 2026

A travel planning dashboard for long, complex trips. The itinerary map, calendar, tasks, budget, documents, visas and vaccinations live in one grid of widgets you can rearrange, and the whole group plans the same trip together.

CONTEXT
Gobelins school project, April–June 2024, answering one question: how do you make planning a long trip more fluid by putting everything in one place? Picked up again solo in 2026: end-to-end tests, CI, and a guided demo with a throwaway account per visitor.
MY ROLE
Front-end developer: authentication, onboarding, navigation, the documents and members pages, and saving each widget layout to Supabase. Sole developer on the 2026 revival.
TEAM
  • Design — Camille Robillard, Ludwig Pilicer, Elie Nissen
  • Development — Théotime Lameyre, Rama Herbin
Nuxt 3Vue 3TypeScriptSupabaseTailwindGSAPPlaywright
Try the live demo
Go!Go! DNA intro: Jelly, a green blob with legs and wings, stands in a colourful cartoon forest next to a cracked hole in the ground.

Go!Go! DNA

GAME JAM · NOV 2023

A 2.5D platformer in the spirit of Paper Mario: a flat, paper-like hero in a 3D world. Jelly, a small green blob, collects DNA orbs to evolve, growing legs in the Lab, then wings and a dash in the Desert.

CONTEXT
Made in four days at the Gobelins game jam (14–17 November 2023), playable on keyboard, gamepad and the school's Axis arcade cabinet. Brought back in 2026 as a complete, playable V1 with a visual pass and an English version.
MY ROLE
UI and front end during the jam: menus, modals, loading screen, comic speech bubbles and gamepad-driven navigation. In 2026, I rebuilt the game engine for the playable V1.
TEAM
  • Design — Jessica Poulain, Robin Moncho, Simon Gaspar, Bartholomé Chassac
  • Development — Pierre-Alexis Maldera, Rama Herbin
three.jsNuxt 3TypeScriptGSAPHowlerGamepad API
Play the game

© 2026 Rama Herbin. All rights reserved.

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