Making Games

In my free time, I enjoy building small games as an excuse to explore narrative and technical development. In the past these were board-games, but as I got more comfortable with programming, I moved to video-games.

Game-jamming

03/2019 – Matt’s Opportunity

A simple space simulation game where your objective is to wake up Mars Opportunity Rover, and that requires to send Matt Damon (or another actor that looks like him) to Mars.

The good: The physic implementation of rocket/gravitational dynamics was very fun. I am particularly pleased with the trajectory prediction.

The not so good: the UI is quite bad, and the gameplay is short. I would like to do a second iteration to polish these issues.

Team: Solo project. That said, I got lots of ideas and feedback from Thibault Laine.

Developed in 2 days for the Mini Jam 24 under the theme “Space”The game got positive reviews, particularly for the gameplay (9/60).

02/2019 – We want to believe (demo)

xteaser.png

(Click image or HERE to play)

A short interactive fiction concept based on X-files. You make simple decisions in order to advance the story.

Team: Pierre-Antoine Cinquin (design and storytelling), Maelle Le Montagner (3D models and textures), Anna Loeff (text redaction and correction), and myself (design and implementation). Thanks to Amazon Amy, which was used for the text-to-speech.

The good: It was the first time working with Maelle Le Montagner, and thanks to her the game assets are beautiful. The narration and illumination work very well together. We used a bottom-up approach, from a text description into a game, and we tried to use this to create an accessible experience.

The not so good: Even when the game-jam was 2 weeks long, I was super busy so the implementation is rough. We created support for accessibility profiles, yet they are not exposed to the submitted version. In general, deploying the game was a nightmare because of the incompatibility between compute shaders and WebGL.

Developed sparingly over 2 weeks under the theme “tv shows”, for the TV Game Jam 19, 01/02/2019 to 15/02/2019. The submission got surprisingly positive reception for the degree of competition.

12/2018 – Schadenfreude

A very French game with a German name. It explores the price of laughter. Strongly inspired by Yann Frisch’s “Le Syndrome de Cassandre”. Developed with Unity3D.

(Click image or HERE to play)

Team: Damien Clergeaud (design, implementation, and sound), Thibault Laine (design, implementation) and myself (art, design, and implementation).

The good: the team focused on iterative forward design, and it was the most productive game-jam so far. We managed to use half-a-day for internal jamming of possible ideas. By the end of the second day, we had all the full working game, giving a complete day for polishing.

The not so good: the final art works well, but ideally it would have a full visual upgrade. The gameplay is too restrictive, reducing replayability.

Developed in 3 days under the theme “sacrifices must be made”, for the LudumDare 43, 01/12/2018 to 04/12/2018. The game received mixed reviews but positive comments, given its cryptic style.

07/2018 – Cattuccino Express

A new-retro coffee making game. Developed with Unity3D.

(Click image or HERE to play)

Team: Pierre-Antoine Cinquin (design and sound), Leo Cousin (concept and art) and myself (design and implementation).

The good: it was a good excuse to explore 2D fluid dynamics and post-processing shaders. The ambiance is great, thanks to the music (by Pierre-Antoine Cinquin) and art (by Leo Cousin).

The not so good: We started with a completely different idea and changed direction mid-jam, so we had very little time to polish the game. The final result is aesthetically pleasing but the gameplay is badly tunned.

Developed in 7 days for the Coffee Jam 1821/07/2018 to 28/07/2018.

03/2018 – Quality Assurance 

A meta-game, where you fix the bugs in order to move forward. Developed with Unity3D and MagicaVoxel.

(Click image or HERE to play)

Team: Pierre-Antoine Cinquin (design, sound, art, and testing), and myself (art, design, and implementation).

The good: the development was very enjoyable and the reception was great. As with other cases, the game started with an idea and progressively mutated (from a visual text-adventure to a zachtronics/resident evil-like game).

The not so good: This game-jam took place while I was moving to Germany, and the development process was full of challenges (A post-mortem can be found here PART IPART II). The final result is far from perfect, and both the implementation and the art could be improved.

Developed in 14 days under the theme “meta-games”, for the Meta-GameJam’18, 17/03/2018 to 31/03/2018. The game received very positive reviews, and ranked 5th out of 113 submissions in uniqueness and quality of metaness.

11/2017 – XKCD’s Antique factory

An XKCD-inspired game, where you balance growing antiques (by waiting) and enjoying your family. Developed with Unity3D.

(Click image or HERE to play)

The good: It was my first solo game-jam, and I enjoyed the process. Playing with the timelapse effect was fun.

The not so good: being alone, I had no time to create my own art, let alone creating animations, so the final visuals are sloppy (except for the day/night shader).

Developed in 3 days (plus some bug-fixing post deadline) under the theme “do an XKCD inspired game”, for the XKCD game jam ’17, 17/11/2017 to 20/112017. The game received positive reviews, as players particularly enjoyed the timelapse effect.

12/2016-04/2017 – GodShip

A Metroidvania game that gets harder the more violent you are. Developed using the fantasy 8-bit console PICO-8.

godship

(Click the image or HERE to play)

Team: Thibault Laine (design and implementation), Damien Clergeaud (design and implementation), Pierre-Antoine Cinquin (level design, sound, and testing) and myself (art, design, and implementation).

Initially conceived for the Ludum Dare 41, but slowly developed over 4 months given the challenge of implementing physics systems from scratch.

12/2016 – “Oh Dear, where are my keys?”

You are a grandma with Alzheimer’s, trying to leave your home. As you move, the world changes behind your back. Developed using Unity3D, drawn and animated by hand.

(Click the image or HERE to reach the download site)

Development team: Thibault LaineDamien Clergeaud, Jérémy Laviole and Benoit Coulais.

Art team: Pierre-Antoine Cinquin (sound), Julie Gerardi (color) Léa Pillette (color, animation), and myself (illustration).

Developed in 3 days under the theme “One room”, for the Ludum Dare 37,  09/12/2016 to 11/12/2016.

%d bloggers like this: