Since I graduated from high school, I completed a lot of projects as a developer : conception of a website, of interactive experiences, and, obviously, video games.
When I took part in the Global Game Jam 2020 that took place at ISART Digital (a parisian video game school), I could discover the various aspects of video game conception. This experience brought me a lot and reinforced my idea that video game was the field which I wanted to train and progress in.
I then continued with a game design and level design licence's degree, and participated in the Unijam 2020, a game jam made for students from several schools. It was an incredible experience where our game, Démomission, won the Best Concept Award as well as the Public Choice Award.
I am currently in second year of video game and interactive experience conception master's degree at the ENJMIN, and I am still extremely curious about learning new ways of creating games, as well as reinforce my skills with video game engines such as Unity and Unreal Engine.
Here's a list of my main projects
Video game projects
Date Night was created as part of our first year projects over three months, in a group of five students. We were two developers including me, a graphic designer, a game designer and a UX designer.
It is a virtual reality game that put the player in the shoes of an elderly person in a wheelchair wanting to escape from their retirement home in order to meet their date.
Your goal: Use your hands to move your wheelchair, play with the environment and be clever enough to avoid your social helper and get out to meet your match.
It was my first time developing a game in virtual reality, so I was very excited about it. We made the game entirely on Unity, using the Oculus Quest 2.
I was in charge of the wheelchair controller. It was a very rewarding technical challenge because my goal was to make the movement as realistic as possible while keeping a fun dimension to it. We have been in contact with disabled people in order to collect their opinion.
The challenge was also to reduce motion sickness as much as possible, which is not an easy task given this particular movement system.
Our project was appreciated by the jury and the people who tested it, and I was particularly praised for the controller which was perceived as realistic and easy to handle.
You can find Date Night here (An Oculus Quest 2 is needed to play).
Kitty-Kat Boom was created as part of the "Nano-projects at my school. These projects took place over a week, in groups of 9 people that follows a different specialty at school (between programming, ergonomics, graphics, sound design, project management and game design).
The goal of these projects was to make a racing game, and we chose to twist the classics racing game's codes by having two players each going in opposite directions on the circuit.
Their goal: to accumulate as much speed as possible using the different boost on the circuit, in order to collide with the opponent and blast him up! The main goal of the game is to estimate your own speed compared to your opponent's and try to dodge him if you think you don't have the advantage, then continue your way and try again the next time your paths cross.
One week is a very short time to make a competitive racing game, there was a first big work of distribution of the tasks as well as communication between the different project's poles.
I was personally in charge of the programming on Unity, in cooperation with a schoolmate. My tasks were mainly focused on feedbacks : sensation of speed (vfx, FOV and camera shaking...), Slow-motion at the end of the round... and a work on almost all the particles present in the game, using the Unity Particle System. It was very interesting and rewarding for me. I also worked in a privileged way with the Game Designers to optimize the gameplay features (clamping of different values, discussions about the Level Design...)
This project has been a source of accomplishment because it required a lot of coordination in order to respect the deadline, we're also very proud of the final trailer that you'll find on the left.
Kitty-Kat Boom is playable by clicking here.
Project conducted with my 6 others teammates during the Unijam 2020, a Game Jam whose theme was "With great power comes great responsibility".
It is a single player game that puts you in the shoes of a construction worker that drives a crane holding a big wrecking ball.
Your goal : Make your way through the worksite and the city to demolish the lighthouse. But watch out : everything else that you'll destroy on your way there will be deducted from your paycheck!
This game is controllable only with a keyboard and the Z Q S D keys to move the crane, as well as the left and right arrow keys to move the wrecking ball.
This project was very ambitious for 48 hours, especially as it is a full 3D game, and that it required a deep-dive into the physics of the engine. This risk-taking as well as our investment paid off because our game won the Best Concept Award as well as the Public Choice Award.
I mainly helped on the programming in Unity: I entirely made the ball and chain with their associated physics, the integration of all the 3D models with their fragmented equivalents during the collision. I also integrated a part of the UI (onomatopoeias/costs appearing at the collision, gradual increment of the money...).
I am very proud to have been able to take part in this project and I am very happy with what we were able to achieve in such a short time.
Démomission is downloadable by clicking here.
This is the game I made with my 4 teammates during the Global Game Jam 2020 whose theme was "Repair".
It is a 2-players cooperative game where both of them will have to coordinate to repair the objects brought by dissatisfied customers.
The game requires the Joycons of the Nintendo Switch to be playable, a choice of technology that seemed rather risky at first, but in the end turned out to be very interesting for our gameplay, because we could detect every movement (rotation, bumps, position...) of the players' controllers.
Your goal : To complete a serie of mini-games as quick as possible in order to score as much point as possible within the time limit.
This project was entirely made using Unity.
I was personally in charge of the programming of some mini-games, of the overall game flow (succession of the different tasks, "high-five" interaction at the end of a mini-game... ) ), as well as UI and sound integration.
Taking part in the develpment of Brofix! was for me an extremely rewarding experience in which I was able to familiarize myself with the management of a game project, about the programming aspect but also about the teamwork which is capital in that kind of context.
This project was made during the Global Game Jam 2021 whose theme was "Lost and Found".
It's a single player game that puts you in the shoes of a young girl suffering from post-traumatic stress disorder and will have to face her fears to get out of the eerie dimension she's stuck in.
Your goal: Collect the "traumas" that you'll find on your way and bring them to the fountain in the center of the map, guiding you with your flashlight and sonar. But careful: you're not alone, and there's a weird entity that doesn't seem to want you any good...
It was for me a first experience in horror games, I was able to put into practice technical knowledge and improve myself in the use of the Unity engine.
I was in charge of everything that concerned the evil entity: its artificial intelligence, its movement zones, the behavior of its appearance or not in the rooms.... It was very rewarding because I had never used the NavMesh component before, so I had to learn about it. I also became familiar with the concept of State Machine, because the entity has several well-defined states to give a logical aspect to its movements while keeping an anxiety-inducing atmosphere.
This game was a personal achievement for me because I was in charge of developing one of the main gameplay features, and I am very proud of what we produced.
You can play Liminal Lost by clicking on this link.
This game was made as an end-of-year project during my Game Design and Level Design licence's degree. We were a group of 4 students to realize a project whose theme was "The glitch in the service of social fights".
We have decided to tackle the topic of the crunch in the video game industry.
Dodge Burnout is a single player game taking place in a dystopian future and putting you in the shoes of an employee of a large company where there's a A.I. in charge of tasks distribution. The A.I. is focused on performance at the expense of the well-being of employees. You are a hacker who has managed to infiltrate the A.I.'s system and who will therefore be in charge of redistributing the working hours of your colleagues. You will be faced with a dilemma: Will you make the project move forward or preserve the employees ?
The project was entirely made using Unity, and I was personally in charge of most of the programming, all the sound design as well as the integration of graphic assets such as UI animations.
This project was a challenge for all of us because we lost a key project member before the end: our artist / character designer. This explains the minimalist look of the characters and elements other than the UI.
Nevertheless, we didn't let that get us down and we carried the project through to the end. I'm particularly proud of the management interface, both graphically and sound-wise, as well as the dialogue system, which I made from scratch.
This game was a very interesting project that allowed me to develop the skills I learnt throughout my year school year. It also taught me how to overcome critical difficulties to complete a group project.
You can find Dodge Burnout on this link.
Crimson Samurai was made during a workshop whose theme was 2D Games, in teams of 5 people over a period of 5 days.
This is a single player game where you play as a young Samurai wielding a cursed sword: it can only be drawn and thus reveal its power after being charged with energy by parrying attacks. Your goal will be to master the perfect parry in order to charge your sword, and then unleash its wrath: Target as much enemies as possible by rushing through them, and take a malicious pleasure in seeing them cut up in half in a single blow at the end of your bestial rage.
Your goal: kill as many enemies as possible within the time limit.
On this project, I was in charge of most of the development using Unity. It was very formative because I learnt how to use new tools for some of the game's features : I developed a 2.5D character controller, the parry feature (simple parry and "perfect" parry), integrated all the animations as well as the sounds, the particles...
The "Berserk" mode was a challenge for me because I wanted it to be as "cinematic" as possible. I had to work on shader programming in order to obtain a black and white gradient filter on the whole image, except on some UI elements.
I am very happy with how the project turned out, it was really important to me and being able to to work with many new tools was very rewarding.
You can play Crimson Samuraï by clicking on this link.
Don't touch the spikes
To become familiar with the Unity engine, I tried to make a reproduction of the mobile game called "Don't Touch the Spikes" with open source assets found online.
Like the original game the gameplay consists in clicking on the screen in order to give impulses to the bird and bounce as long as possible on the two vertical walls, while dodging the spikes
As the number of consecutive bounces increases, the game is getting harder (increase of the bird's speed and number of spikes appearing on the walls...)
DeepWaters is an interactive experience made as a part of the interactive media class I had at school, in team of 7 over a week.
We had to use an "electronic fabric" (called the "E256") developed by two of our professors, Mr. Maurin DONNEAUD and Mrs. Pauline VIERNE. This fabric allows to detect the exact location of a pressure on its surface and the pressure force. All the information about the E256 textile is available here.
Our experience consists in exploring a deep water area projected on the ground. By pressing on the fabric's surface, a portion of what's lying under the surface of the water is revealed to us, and putting more pressure with our finger allows us to look deeper in the water.
It was an ambitious project to do all of this in one week and it was a great experience for me: I developed the whole interaction with the water area, using Unity.
The challenge for me was to process the data sent by the electronic card inside the fabric, I had to convert the positions into Unity world coordinates. Moreover, the management of the depth and the sprite masks allowing to explore deeper and deeper was very interesting to set up.
I am very happy with how this project turned out. This work earned us a grade of 20 out of 20 for the module.
SPIRIT LINKS (Board game)
Spirit Links is a board game made in teams of 5 as part of our game science class.
This is a 2 vs 2 card game where the two players of a team are physically bounded by"Link" cards. The goal of a team is to weaken the links of the opposing team in order to destroy them. The players each have a hand of made 5 cards which can include weakening, strengthening or destroying link effects, instant effects (draw, stealing an opponent's card...), but also cards altering the course of a game by switching the teams.
The whole game, from game design to the design of the different cards, including the design of the box and the rule booklet, was made by our team
It was a great pleasure for me take part in this project. I mostly helped with the game design and the balancing of the game after the prototype was made. This was my first experience with a board game and I am very proud of what we did.
We had great feedback from our teachers and other students who really enjoyed playing it.
Adobe Illustrator Exercise
An exercise to train with the Adobe Illustrator software: the goal was to create the cover of a fictional magazine that could be published in the universe of our choice.
I chose to go with the world of Borderlands, and I really enjoyed working on this exercise.
My main inspiration was "People" magazines and tabloids, which seemed to fit well with this game, and of course I included a lot of references to characters and situations known in the Borderlands games.
This project allowed me to learn how to use Illustrator properly, especially with the clipping mask system, and various tools related to the formatting and shaping of images.
This exercise earned me a very good grade and comment from my computer graphics teacher.
Adobe Photoshop Exercise
This was done as an exercise to train myself with the Adobe Photoshop software: the goal was to choose a game and redesign its graphic universe to change it drastically.
I chose the game Devil May Cry 3. This game has a dark and "goth" look and I wanted to give it a childish and cartoonish aspect. I used various graphic assets from Fall Guys, Super Smash Bros., Viva Piñata...
The important thing in this exercise was the setting and keeping elements specific to the initial game. I chose to keep the UI similar in terms of shapes and placement of each element, as well as a combat situation for the main character (Devil May Cry being a Beat'em all). I also redesigned some key elements of the game such as the lock on the enemy, and the style grade at the right of the screen which is really specific to the Devil May Cry serie.
This work allowed me to become very familiar with the different clipping tools of Photoshop, as well as layer effects and colorimetry.
Student platform website of the Reims Champagne Ardennes College
As part of my computer science degree studies, I had to develop from scratch a website that could be used as an online student platform. We were 6 and I was personally in charge of the Back-End part.
The site includes an authentication page where students, professors and professionals can identify themselves, as well as several functionalities such as the viewing of students' grades, grades' input by teachers, the proposal and application for internships and projects... The site was entirely realized in HTML/CSS for the Front-End and PHP for the Back-End. We used the Symfony Framework.