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LIGHTS ORB
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 : 

  • First person fast paced parkour game on PC    

  • Solo game, about 45 minutes of gameplay   

  • Mouse and Keyboard recommended,        playable  with a gamepad    

Creation Context : 

  • Fourth year student project made with UE4     

  • Five month project with a team of 5 people     

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.

  • I worked deeply on the controller, tweaking it a lot to make it feel as pleasant as possible, one iteration after another.

  • 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.

  • 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
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 : 

  • Alternative Controller game      

  • Party duration : 5 minutes     

  • For 2 Players      

Creation Context : 

  • Third year project made with Unity      

  • Initially a 1 month project with 5 game designers

  • 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

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.

  • I developed all of the systems of the game, including the party management, the inputs recognition, the score recording…

  • 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.

  • 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)

BOAT'EM'UP
BOAT'EM'UP - LEAD PROGRAMMER
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Throw yourself in the middle of crazy naval battles, boarding a ship that you can personalize with the equipments you gather by wrecking your enemies !

Characteristics : 

  • Top down arcade game on Mobile     

  • Solo game, about 30 minutes of gameplay     

Creation Context : 

  • Third year student project made with Unity     

  • Four month project with a team of 8 people      

A trailer we made for the game

ABOUT THE PROJECT : 

       In Boat’Em’Up, you follow the adventures of Arthemuse, an old fisherman, and his granddaughter Tina, who is as lovely as she is impulsive. As they encounter a strange tribe willing to eat a man dressed as a chicken, they decide to rescue him and face the indigenous !

    You control your ship by steering the helm, and attack your opponents by using cannons and catapults. By wrecking down opponents’ ships, you gain new equipments for your own, such as skewering canons or sticky catapults. You’ll then have the freedom to compose your own setup and find your playstyle ! 

      Boat’Em’Up is an exciting adventure game with offbeat humor and frenetic boat fightings ! Thanks to its large palette of equipments and combinaisons, it offers the player a unique experience in which he’ll have the possibility to find its own way to play and annihilate his opponents !

MY WORK ON THE PROJECT : 

 

As Lead Programmer of the project, I developed all of the gameplay features.

  • I worked deeply on the ships systems, so they could be used both by the player and the AIs of the game. A lot of characteristics such as the movements were highly tweakable to create a whole set of boats.  

  • I created a powerful tool allowing the game designers to quickly create new equipments, by simply tweaking parameters.   

  • The development of the AI was also a big part of my work : they had to be able to navigate through the levels and use the equipments with a certain amount of precision.

Team : Gary Boutry (Producer) ; Nathan Franco Stucklin (Level Designer) ; Pierre Soriot (Tech Game Designer) ;  Victoire Decool (FX and Shader Artist) ; Capucine Toussaint (Environment Artist) ;

Pierre-Louis Nicolas (Texture Artist) ; Sacha Rivière (Concept Artist)

QAMAQ
QAMAQ - LEAD PROGRAMMER / PRODUCER
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Dive into the heart of a colorful adventure inspired by south-american civilizations, and restore peace in your valley by gathering divine powers to fight corrupted creatures !

Characteristics : 

  • Top down action-adventure game on PC    

  • Solo game, about 20 minutes of gameplay     

  • Playable only with Mouse and Keyboard     

Creation Context : 

  • Second Year student project made with Unity      

  • Whole year project with a team of 7 people      

ABOUT THE PROJECT : 

      As he is responsible for bringing a divine artifact to the Great Monk, Iwka, an apprentice, accidently breaks it, releasing its content, and submerging the valley with incredibly powerful and dangerous divine energy. Now inhabited with the power of the Gods, it is its duty to bring back peace on the valley !

      In order to do so, Iwka will have to face dangerous animals that have been corrupted by the divine energy. By doing so, he will gather more and more energy, allowing him to use new powerful abilities, that will help him overcome the challenges he’ll meet.

      QamaQ is an immersive adventure game, that will carry the player through an ascension, as its character becomes stronger and stronger, by using the power of the Gods he is gathering when defeating monsters !

A Let's Play video of the game

MY WORK ON THE PROJECT : 

 

As Lead Programmer and Producer of the project, I had an overall vision of what was going on, while working directly on the prototype.

  • On the prototype, I mainly worked on the controller : its movements, its attacks, and all of the skills the player can unlock.   

  • I also integrated a great part of the assets, mostly animations (for both the player and the enemies) but also sounds and visual effects.

  • My producer job was mainly to make sure that everyone had something to do for a specific deadline, in order to dispense evenly the work to do and make sure that the production is doing fine.

Team : Jules Ismaël Tien (Game and Sound Designer) ; Joris Fabre (AI Developper) ; Killian Gales (Level Designer) ;  André Rizkallah (Environment Artist) ; Céleste Ébran (Environment Artist) ; Clara Wimmer (Character Artist and Animator)

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