My main role in this game jam was to be here to help communication between teammates and focus on the game. I wrote several summary and briefing of our design choices, a short design document for each of our phases and places. I’ve alsol design a short branching dialogs. Most of our work isn’t in the GGJ demo. You can find our attempt for this jam below.
A space and quiet odyssey. You’re leaving your homeworld after a cataclysm. Now it’s up to you to find a new place to settle through your journey.
I worked on 2 main projects for Smart Tale and write several game concepts and concept iterations for the studio. I was the main Game Designer of Smart Tale and in charge of managing the 2D Graphist and the main prototype development with two other developers. Both of the projects were on the pre-production/concept period.
Some documents are blurred out of respect for the studio and the concerned people.
This new entry to the series will have you racing along on more than 1800 miles (almost 3000km) of roads on mountainsides, through nature parks, in the middle of the desert, and along the coast. Featuring more than 250 races, including championships, missions and challenges, the game will allow to go behind the wheel of more than 50 licensed cars from the world’s most famous manufacturers, such as the Porsche 718 Boxster, 918 Spyder, 911 GT2RS, Dodge Viper, Lotus 3-Eleven or McLaren 720s.
I was the only Game Designer fully assigned to this project. I’ve participated in several meetings with producers and potential publishers, including a full presentation of the concept to a Millenial Esports team, visiting the French studio.
Each character should have its own, unique and easy-to-understand mechanic. You can use the four figurines at the same time.
Les Selenautes was made during the Inclus et Connectés workshop at the CNAM ENJMIN. The goal of the week was to make games adapted for people with disabilities. We chose to develop a tablet game with connected figurines we’ve specially made for this experience. The game is mentally handicapped children and Down syndrome friendly. Each of the 4 figurines has a unique effect. You can grab it, put it on the tablet and rotate it.
A rhythm n’ versus game, PC.
Project made with a small team of schoolmates during 2 months.
I came with the idea of a rhythm and versus game with the main programmer. With a composer and a graphist, we’ve made a first prototype for the Airconsole Developers Contest in less than a month. I set the main mechanics and the design of the game. On the 2017 summer, we add three more people to our project. For this desktop version, I was responsible for the general game design and the level design/mapping of the songs. I used a version of Editor on Fire (Custom Forge) to map the music.
Deadly Riff is a versus game taking its origins in the Arcade world. Each player embodies a guitarist, standing on a zodiac hold by a crowd. By keeping the rhythm and playing notes at the right timing, the player can attack his opponent and hope to make him fall of his zodiac raft.
Initially, the project was planned to be streamed on Twitch. Deadly Riff gives to the viewers the opportunity to take action during the game, like a real concert crowd, through keywords causing special actions (ex: flying beers, broken string for one of the player, etc).
The first version of the game was made for the Airconsole Developers Contest (2017).
As the original author of the project, I came with this strong idea of an audio-only game, inspiring by audio and radio fictions. During the 4 months of the project, I bring a whole sci-fi background to the project and its main character. I was responsible for the dialogs and audio logs (more than 100 replies and translated in French and English), the universe and the scenario. As a student project running for the Hits Playtime contest, we needed a strong communication about our game. I help in this communication campaign with the teaser and trailer, ideas to communicate on an imageless-game, etc.
You can find a record of a full session of the game (about 36 minutes) here in binaural 🎧.
Most of the game sessions last 45 minutes to 1 hour. As we were the one recording this walkthrough, we’re faster than a regular player.
Play as UGO, a small maintenance robot awaken in a distressed spaceship by its Commandant locked away in the flight deck. You are lost in the Koriavov, a drifting settlers-ship headed for a new exoplanet, with no way to send a distress call. Explore the almost abandoned ship, and find a way to call for help.
The day I met LAIA is a short audio-only experience where you are able to live a story, solve puzzles and enjoy the environments. We want to experiment an unusual technology for our game: the Cardboard and the Gear VR. All of our sounds were made for a binaural experience, and you can listen to our trailer in 5.1. The project is presented on June 12th and 13th at CNAM-ENJMIN and on June 24th in Paris for the end of the Hits Playtime contest.
A student project made during 4 months (CNAM ENJMIN).
As the second game designer of Hindrance, I worked with the other game designer on the core mechanics (gestures, obstacles) and the level design. I also set the background story of the character and wrote a dozen of fake newspaper articles for the game booth at its presentation.
Early schemes for the first two levels of the game.
In a poetic universe, guide a dancer step by step through this unusual mental journey, letting yourself be carried away by rhythm and hope.
The game is focused on dance and movement, developed by six ENJMIN students during 4 months as a school project. Animations were made both by motion capture and digital animation.
Hindrance booth where the jury can come to play the game, creating like a dancer’s dressing room before a performance.
Play a cute raccoon or a small squirrel addicted to nicotine and kill anything that moves to retrieve cigarettes. Pick up new weapons, beat the bosses and get cancer!
The project is a game jam made in one month on the theme “Shooter”. We chose to make an arena shooter based on an urban myth: in some parks, squirrels pick cigarette butts left by hikers. They get addicted to nicotine and start attack people to steal their cigarettes.
The two characters available and all the enemies and boss of the game.
The different aspect of the racoon character, the more you pick cigarets, drugs and candies, the more you are wrecked.