IT Engineer, specialised in interactive and digital science and media.
Portfolio
On this page, you'll be able to find some projects that I've realised
PAC-MAN Party Royale
Online Retro videogame in Battle Royale
Atomic Lemon
Beat'em Up in Favelas
Mime Et Démine
Included and connected
DefinitlyNotTowerfall
Towerfall inspiration
Searvivors
The Raft of the Medusa
You Shall Path
The Cooperative Boardgame
Citron Project
Prop Hunt
Dark Cells
Tactical RPG
Filmovie
Collaborative Film Database
CrewCrew
Use Minions to Progress
PAC-MAN Party Royale
As a gameplay developer I've been working on several part of PAC-MAN Party Royale
For example I worked on features since update 3. Including Adventure Mode, Dark Cemetery, Land Mine power up, Blasty new ghost, the rework of many part of the network, etc ...
I've worked on Atomic Lemon during my second year in ENJMIN. I worked with a full team including a producer, artists,designers and developers
In this game you play as Lemon, a young girl who fights for the salvation of Vila do Rondo, her favela, with her fists and with street art. She is accompanied by her trusty sidekick, the graffiti of a sloth moving alongside her on the walls.
This game was the first game that I've made with a full team. I'm pretty proud of what we've done. I worked a little bit on the gameplay and mainly on the artificial intelligence that we used for the enemies. So learnt ho to use unreal engine behavior three. The main feature that I developed for the gameplay is the stomp. It makes different damages depending on the high.
I worked on this game during a workshop named "included and connected" which was organised by ENJMIN in October 2017. The main goal of this game is to permit a deaf person to play a "Keep Talking & Nobody Explodes" like.
In this game, two players have to find a way to communicate instructions to defuse the bomb. For that purpose, players are helped by panel that are separating them. On these panels, there is drawing of hands that show how to use sign language
During my work on this game, I mainly learnt how to program with Arduino technology. I also revised my knoledge about electronic and analogic signals that I've learnt in school
This game has been made with a team of four developers during a week. It was for a unity lesson that we had in the ENJMIN.
The idea ofthis game came through two way. First we had to use computer generation and secondly, we didn't really have idea wo we chose to take the gameplay of a game that we like all : Towerfall.
In this game, level change and are created randomly, so you can't play twice on the same arena. The gameplay is based on towerfall one. I worked on the gameplay of the arrow and how to fire the arrow. Then I used unity UI system to create the UI of this game.
This game is the first one that made me work with Unreal Engine 4. I worked on this game with a student team of my school. The main condition was given by our school. We had to make a network game.
Our idea was a prop hunt game like Garry's mod. In this game, two teams are fighting against each other and they are switching between two role. Hunters that have to prevent hidders from scoring by finding and killing them. Hidders have to find the exit of the map which is ramdomly set at the beginning of the game. Every hidders which succed to escape from the map earn one point. In a second part, Hidders and hunters exchange their role and at the end the team which got more point win the game.
On this game, I started to work on the design of our map. I made a prototype that I gave to one of my collegue for him to develop it. Then I worked on the hidders gameplay, which means the ability to transform themselves into prop. This game permit me to learn how to use correctly Unreal Engine.
I've worked on Searvivors during the 2017 Global Gam Jam which had the following theme : Waves
Our ambition on this game was to work with the "artistic inspiration" diversifier. Then we choose to get our inspiration from a painting of Théodore Géricault named "The raft of the medusa". The game propose to at most 4 players to play survivors on a raft. Each player have to survive as long as he can. To do so, players can swim and push the raft to reach islands. But there is lots of flow that also push the raft in different directions. Each player have an energy bar which can be fill in by eating or having rest. They can eat fruits, animals on island but they also can eat others survivors when they die. The link with the theme "waves" come from the fact that there is some waves that create water flows and push the raft.
This game is the very first one that I've worked on. With it, I discovered how pleasant and cool is to create video games. I've mainly worked on charcater gameplay such has movement, eating or fighting. We have developed this game with Unity 3D
This prototype was started with some of my schoolmates. Even if it's not that much advances, I learnt a lot on Unreal Engine 4.For example, I worked on the animation system and it's integration. This domain partiularly interest me.
This project is a website that I've realised during my "Web technology" lecture that I've followed during my computer science bachelor. This project permit me to perfect my knowledge about web programming.
The main idea of this websit was to create a Film social network (like IMDB). It would propose to users to correct synopsis, give a mark to a film or discuss about their favorite film.
This game was realised during the Ludum Dare 37. The main gameplay was inspired by existing games like "Inside" in which one you can use "Zombies" to progress in levels. We mainly worked on this gameplay feature. The main goal of this game was to solve puzzles by using these "minions" and managing how many of them was following you.
That was the second game that I've worked on using Unity 3D. I learnt a bit more how to use Unity 3D. I was not anymore a complete beginner on Unity, so I was able to produce real content on it. So that was really appreciable.
I realised this game with one of my classmate during a lecture concerning sounds. The instruction was to use sound as main gameplay. We decided to create a game that tell the story of Thesee and the Minautor but without any visual aspect. Thesee have orient by using all sounds inside the labyrinth. For example, there is the minautor scream, your step or when you hit a wall. Every single sound is localised.
It's on this game that I firt really worked on sounds. That also was on Unity3D
I've worked on "You Shall Path" during the 2018 Global Gam Jam which had the following theme : Transmission
This is a cooperative digital boardgame for four pals where the players are against the board, trying to escape. Each player will act on their own boards, moving things around before switching boards around. Your objective is the bright card, it's your exit from this labyrinth. Imagine that you are clones, stranded across dimensions. If one of you dies, you all die. If one of you doesnt make it out, it's like none of you have made it out. At the start of your turn, the *board* itself will act and modify itself.
On this game, I worked actively on the gameplay and continue to work with unity. We also tried to work with the unity network system. I've worked on both cards systems and how they interact with the game.