A small tamagotchi-like we made during the Artgame Weekend 3 (a French 2-day game jam). Many mistakes were made, but I’m pretty proud because I succeeded to convince a lot of people to choose the concept to be prototyped.
A small tamagotchi-like we made during the Artgame Weekend 3 (a French 2-day game jam). Many mistakes were made, but I’m pretty proud because I succeeded to convince a lot of people to choose the concept to be prototyped.
This trailer shows the state of the game after 2 months of pre-production at Supinfogame Rubika (France). I was given the Lead Game Designer statut, which allows me to work on both System Design and Level Design side. Following the feedbacks from the school, the scope was totally reoriented. It was initially a tactical/survival with a focus on adaptation. Today, it’s a much more ambitious project, much more accessible and nervous, almost combining 2 different games (because one was too mainstream). I made this trailer within 3-4 days.
Credits:
Paul Arnould: Graphic Designer
Pablo Cruz-Lara: Production Manager
Johan Des Pommare: Game Designer/Programmer
Julien Lesieur: Graphic Designer (and original concept designer)
Xavier-Alexandre Riancho: Lead Game Designer
Romain Wiart: Professional Support
This trailer shows the state of the game after 2 months of pre-production at Supinfogame Rubika (France). I was given the Lead Game Designer statut, which allows me to work on both System Design and Level Design side. Following the feedbacks from the school, the scope was totally reoriented. It was initially a tactical/survival with a focus on adaptation. Today, it’s a much more ambitious project, much more accessible and nervous, almost combining 2 different games (because one was too mainstream). Pablo Cruz-Lara made this trailer within 3-4 days.
Credits:
Paul Arnould: Graphic Designer
Pablo Cruz-Lara: Production Manager
Johan Des Pommare: Game Designer/Programmer
Julien Lesieur: Graphic Designer (and original concept designer)
Xavier-Alexandre Riancho: Lead Game Designer
Romain Wiart: Professional Support
Order from Dupuis Éditions. This is a Flash game made by 19 students within less than 2 weeks. I was part of the production management team.
A level based on the DSK Supinfogame International Campus, made on Future Pinball with my classmate Aniket Dabholkar during 5 days of my Foundation 2nd year at DSK Supinfogame.
Blind Colony: Origins is a game made on Unity with my newly built final-year team (5 people). I was lead game designer, the assignment was to use the specificities of Tetris. The result was quite satisfying, we might improve it and publish it. The original Blind Colony will be unveiled during 2013 by some other classmates. Stay tuned!
A small Level Design assigment made during my second year at DSK Supinfogame. I tried to simulate a tactic-oriented player during this playtest.
A small Level Design assigment made during my second year at DSK Supinfogame. I tried to simulate a rushing player during this playtest.
Cocktail is the board game I created for the jury of my Foundation course 1st year at DSK Supinfogame (2009-2010). There are 4 versions of it: the first and the (almost) final Game Design paper-prototype, and the first and final prototype.
Cocktail was inspired by two gameplay mechanisms: the weapon upgrade system from Dead Space for the simple (but important) choices, and the absolutely brilliant Betrayal mode from Unreal Tournament 3 (Titan pack) for the alliance-betrayal gameplay between the players. This latest inspiration was scraped after the first focus-test on the first paper-prototype, too complicated, with too many players (8) and too many bonuses…but much to my surprise, it finally came back during the second focus-test!
The game is all about balancing and upgrading your two resources: dices and money, with the possibility to use your opponent’s upgrades! The game is playable from 2 to 4 players but idealistically, it should be played by 3.
Don’t look for a link between the gameplay and the theme: they were decided separately! I just wanted a theme common to the holidays at the beach (like Miami) and the casino (like Las Vegas) which are two place for games. The contrast between those two was finally highlighted with the duality from the gameplay.
One original feature is the box which actually becomes the board as soon as unfolded, revealing the coconut shell inside.
Cocktail was 100% crafted by myself using Adobe Illustrator and some cardboards, within few hours.
A remix of the movie featuring Bullet Time (Spor remix) - Bad Company (Maldini, Vegas and dBridge)
This is a small production I made for fun within roughly one hour to show how Drum’n’Bass can turn anything better. I only edited the audio, putting the end of the track with a fade-in. I thought the music would fit and it’s actually quite impressive how the result is satisfying without any editing on the visual itself.
Haunted Montezuma (XavAleX Mashup) - Wolfgang Gartner, Spencer & Hill
I was bored…
My last project at DSK Supinfogame, during the Foundation 2nd year (2010-2011). Made by 8 students during a Double Intensive Week (13 days) with the Unity 3D Engine. We had to hack Kinect for PC and we ported it to Mac and Android as well. I was the leader of the 4 Level Designers team.
A game inspired by R.A. Salvatore’s Homeland made with the TorchED (Torchlight Editor), by the 7 students of the Foundation 2nd year during 5 days. I was Lead Tech Designer.
A Point’n’Click game made during my Foundation 1st year (2009-2010), during the first ever double intensive week (2 weeks) by 7 students with the Wintermute Engine. I was Lead Environment Artist.