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WRATH - GAMEPLAY AND SYSTEMS PROGRAMMER
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For centuries, Koura had been the only true god. But his own people forgot him, and turned to "new gods"... Koura shall be worshipped again, even if that leads to a reign of terror !

Characteristics : 

  • Tactical RPG game on PC     

  • Solo game, about 10 minutes of gameplay     

  • Playable only with a mouse     

Creation Context : 

  • Fourth year student project made with Unity     

  • Two-week project with a team of 12 people     

ABOUT THE PROJECT : 

 

       

   Once the greatest god humanity had ever worshipped, Koura's name is no longer venerated. New gods replaced him, and his statues fell into disrepair... Building his anger throught decades, Koura shall now go on a rampage and crush those impostor gods' statues. New ones will be erected for him, or else humans will have to pay the price of Koura's Wrath !

     In order to destroy the fake god's statue, you'll have to reach it and gather enough strenght to obliterate it. But followers of that god won't let you blaspheme it : You'll have to use your golden disks to crush those nuisances, by throwing and recalling them. Facing a whole herd of fanatics, disks' positioning is the key to a winning strategy !

    Wrath is a short prototype for a tactical-RPG game that could be enhanced by more content, featuring all the required basic systems of the game genre, as well as personalized tools.

MY WORK ON THE PROJECT : 

 

As Gameplay and Systems Programmer of the project,

I worked on key systems and tools to allow the game designers to create the wanted experience.

  • I developed the main systems required for a tactical-RPG game, including turns management, objectives, skills usability and action points consumption.

  • I worked on the disks' physics, trajectories and general behaviours. That includes tools allowing the game designers to create skills, such as curved trajectories, disks that travels by all other in-range disks...

  • Readability and predictability are crucial on Tactical-RPGs.
    I worked deeply on Signs, including tooltips, previews of the different actions, enemies states and range...

Team : Alexandre Villiers-Moriame (Character and Shader Artist) ; André Rizkallah (Props and VFX Artist) ; 
Léna Loth (Animator) ; Estelle Cozot (Environment Artist) ; Alex Ryan (Props and UI Artist) ; 

Hadrien Auvray (Game and Sound Designer) ; Virgile Pauli (Game and AI Designer) ;

Vincent Trinel (Game and Level Designer) ; Maxence Du Mesnil Du Buisson (Game and Level Designer) ;

Sam Arachtingi (AI Programmer) ; David Durand (Systems and UI Programmer)

A XOLOTL'S WRATH - GAME DESIGNER / GAME PROGRAMMER
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The mighty god Xolotl is furious ! As the High Monk of the sanctuary, it is your duty to soothe his rage… By smashing him in the face !

Characteristics : 

  • Boss Fight mini game on PC        

  • Solo game, about 3 minutes of gameplay   

  • Playable only with a mouse    

Creation Context : 

  • Third Year student project made with Unity   

  • 3 month project made with another student    

ABOUT THE PROJECT : 

 

       As you were guarding the incarnation of Xolotl, which is an actual Axolotl, a blinding lightning strikes him ! The creature suddenly gets bigger and bigger, reaching a titanic size. You’ll have to avoid his attacks and climb his body to reach his head and give him the final blow

      A Xolotl’s Wrath is a very short experience characterized by simple actions but a fast rhythm. The player have the ability to move laterally, but also to dash up or laterally. While the god tries to crush him, he’ll have to dash with the right timing to get out of danger and reach his head.

        Grab your spear and prepare to face the wrath of an ancient god in this epic mini game when a single mistake can lead you to your doom !

MY WORK ON THE PROJECT : 

 

As the only Game Designer and Game Programmer of the project, my job was to conceptualize and develop

a short but intense experience that can challenge the player while being immediate to understand.

  • I worked deeply on the concept so the player can get it in the blink of an eye, while being interesting enough to propose a unique experience.

  • I spent a lot of time working on the signs and feedbacks of the game, in order for it to be very readable and providing
    a feeling of epicness to the player.

  • I developed the game so it is easy to modify some values and creating various levels of difficulty.

Team : Hugo Guisnet (Game Artist)

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)

RAGNARÖK - PRODUCER / GAME DESIGNER

The end is near… Explore the edges of Midgard, and compose your crew of strong vikings to crush your opponents in this survival board game !

Characteristics : 

  • Exploration and survival board game     

  • Game duration : 90 minutes     

  • For 2 to 4 Players      

Creation Context : 

  • First Year student project - My first Game project     

  • Whole year project with a team of 6 people      

An overall view of the game

ABOUT THE PROJECT : 

      As the Ragnarök gets closer and closer, Loki challenges human tribes to prove which one is the worthiest of joining him to rule the world. Being the chief of one of those tribes, your goal is to gather strong vikings and find shrines containing the power of mighty creatures, in order to crush the other tribes.

      Every player starts from the center of an undiscovered board, with a crew full of regular fighters. By exploring the tiles of the board, they will discover new crew members and equipments, allowing them to gain strength and build their strategy. But they will also cross the way of dreadful creatures, and other players that might want to sink them.

      Ragnarök is an exploration board game in which the players have to build up durable strategies to survive and crush their opponents, by gathering powerful equipments, strong crewmembers... but also by taking control of legendary beasts able to wipe out a crew that isn’t prepared well enough to cross them.

MY WORK ON THE PROJECT : 

 

As Producer and Game Designer of the project,

I made sure of the quality of the game by working on its conception, improving it through many iterations.

  • I worked with the rest of the game designers on the conception of the rules and of the overall content. I was also in charge of the redaction of the rules.

  • In order to verify the quality of the experience, I organized a lot of playtests, gathering all the relevent feedbacks in order to improve the game through each iteration.

  • I was also in charge of contacting the printing society, making sure every asset was ready to print.

Team : Émilie Reineke (Game Designer) ; Renaud Lamelet (Game Designer) ; Sonia En-Najibi  (Game Artist) ;  Alice Fernandez (Game Artist) ; Hugo Bonte (Game Artist)

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