LIVE ADVENTURE - TECHNICAL DIRECTOR
AVAILABLE ON STEAM ! - WINNER OF GDC IGF 2022

Throw yourself into an exciting adventure!
Live Adventure is a 2nd person game where you follow the journey of two young explorers, Lence and Reel, in search of their parents.
Characteristics :
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"2nd person" adventure game on PC
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Solo game, about 30 minutes of gameplay
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Gamepad Required
Creation Context :
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Graduation project made with UE4
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One year project with a team of 11 people
ABOUT THE PROJECT :
Live Adventure is an solo adventure game, in which the player embodies 2 characters at once: Reel (3rd person character, on screen) and Lence (1st person character, holding the camera). Together, they will solve the mysteries of a lost civilization while exploring a lush forest littered with ruins.
With this special setup, Live Adventure offers a unique adventure experience: The player has to use the abilities of each character in synergy to overcome the hazards of their journey. The controller embodies the link between the characters, and mastering it will strengthen that bind throughout the adventure!
Live Adventure is, for us, a promising vertical slice of what a "2nd person" game could be like. The diegetic camera allows for memorable narrative beats, the likes of which we'd love to imagine and stage in a full game!

A big mysterious ruin, waiting to be explored

Lence LOVES to be the subject of the camera!

Almost there! Just need to find a way in...

A big mysterious ruin, waiting to be explored
MY WORK ON THE PROJECT :
As Technical Director of the project, I had a polyvalent role, and worked on various aspects of the game, as well as direction tasks.
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I worked on gameplay, systems, tools, UI, optimization,
and ensured technical support for other fields of work.
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I worked very iteratively on the controller, in close collaboration with the Designers, to make it accessible and pleasant, despite its disruptive setup.
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With the other Leads of the team, we were responsible for defining plannings, making realistic estimations, tracking advances, and basically piloting the whole team to ensure that we would end up with a top-quality game!
Team : François Noël (Creative Direcor & Tech Narrative Programmer), Alice Fernandez (Character Artist), Othilie Berger (Animator), Laurène Savary (Environment Artist), André Rizkallah (Environment Artist), Thomas Dupriez (Tech Artist), Vincent Trinel (Lead & Level Designer), Killian Gales (Game Designer), Maxence Du Mesnil Du Buisson (Level Designer), Samuel Basset (Level Designer)
Externs : Pierrick Querolle (Music Composer & Voice Designer), Eugène Abadie (Sound Designer),
Arianna Fox (voicing Reel), Carmina Manley (voicing Lence),
Andrew Van Der Voort (voicing Mov), Maci Roberts (voicing Media),
Fabricio de Matos Lima (Props), Julien Cabezas (Motion Design), Lucien Chesneau (Textures)
LIGHTS ORB - GAMEPLAY PROGRAMMER
AVAILABLE ON STEAM !
Slip into the shoes of a parkour amateur, pacing the heights of a simulated city !
With your Orb of Energy, overcome the obstacles on your way to get the higher score !
Characteristics :
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First person fast paced parkour game on PC
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Solo game, about 45 minutes of gameplay
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Mouse and Keyboard recommended, playable with a gamepad
Creation Context :
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Fourth year student project made with UE4
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Five month project with a team of 5 people

Getting started !

An inconvenient barrier... Time to use your orb !

Looks like someone try-harded !

Getting started !
ABOUT THE PROJECT :
Lights Orb is a parkour game in which the player has to run from a roof to another, using an Orb of Energy. He has the ability to throw and recall it, and can use it to activate various devices. The orb being pretty big, he’s not able to climb while holding it, but its energy enhances his speed and jumps.
In order to go through the several obstacles on his way, he’ll have to swiftly and smartly link up his actions, throwing the orb in the right direction and recalling it at the right time to avoid fatal falls.
Lights Orb aspire to be demanding, proposing the player challenging levels he can feel free to replay as many time he wants to master them and reach the shortest times as possible.
MY WORK ON THE PROJECT :
As Gameplay Programmer of the project, I developed most of the 3C features and level elements.
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I worked deeply on the controller, tweaking it a lot to make it feel as pleasant as possible, one iteration after another.
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In order to build the world and reduce the rendering costs, I developed world building and optimization tools, such as impostors able to capture buildings into simple box, much faster to render.
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I also developed all of the level design blocks of the game, and integrated the assets linked to them.
Team : Robin Seignolles (Producer) ; Nathan Franco Stucklin (Game Designer and Props Artist) ;
Nils Nerson (Level Designer) ; Florian Hervieux (Systems Programmer)
External Help : Léna Loth (Animations) ; Corentin Castric (Sound Design) ; Valentin Picard (Houdini Tools) ; Nassim Lougrada (Music and Additional Features) ; Quentin Denois (Additional Features)
TIED ESCAPE - PROTOTYPER
SELECTED AT GDC 2019 !
Tied up back to back with your most faithful fellow, hurry to follow the instructions you receive in this alternative controller game as exciting as athletic !
Characteristics :
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Alternative Controller game
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Party duration : 5 minutes
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For 2 Players
Creation Context :
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Third year project made with Unity
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Initially a 1 month project with 5 game designers
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3 extra months and 1 artist when selected at GDC
Early footage of the game, 1 month after the project started
ABOUT THE PROJECT :
As you wake up in an locked temple room, and realize you’ve been tied up with your partner, a voice suddenly raise. Cortez, the mighty conquistador, didn’t really appreciate you two prowling around his treasures…
To escape, you’ll have to overcome his challenges ! Tied up on two chairs with another player, you’ll have to follow the instructions on the screen to win and escape ! But as you’ll need to press buttons scattered around the room, you will have to hop on your chairs to move toward them and press them with your feet !
Tied Escape is a frenetic experience for two players, in which observation, communication and coordination are the keys to success !




Final footage of the game, as we presented it at the GDC

Everything is calm... what could go wrong ?

Suddenly, the door closes, as Cortez appears and laughs at you !

The game presets editor

Everything is calm... what could go wrong ?
The software part of the game, used to display the instructions and the progression to the players
MY WORK ON THE PROJECT :
As Prototyper of the project, I worked on all of the technical aspects of the game.
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I developed all of the systems of the game, including the party management, the inputs recognition, the score recording…
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In order to create new party settings quickly and easily, I created a tool allowing the user to create personalized party presets. This was especially useful for the GDC, since we didn’t know what to expect in terms of play area.
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I also worked on the hardware part of the prototype, linking the buttons to the software with simple wires and chip.
Team : Gary Boutry (Producer) ; Joris Fabre (Technical Support) ; Louis Pruvost (Ambiance Designer) ; Yann Gosset (Sound Designer) ; Pauline Sion (Game Artist)
External Help : Corentin Mouton (Wood Pillars Conceptor)