You just found a smartphone. Find out the truth.
Global Game Jam 2016 entry - more info coming soon
Website and playable versions : http://accidentalqueens.com/
Event page, prototype source code : http://globalgamejam.org/2016/games/normal-lost-phone
In November 2015, the Procedural Generation Jam 2015 was launched on itch.io. There was only one guideline: "Make Something That Makes Something!". I couldn't join the jam during the whole week, so I created a simple project during the last three days: a web page that acts as a self-help writing tool.
Its goal is to help angry, anxious or sad people (or just about anyone who can write !), by adding an (almost-)tangible goal to the act of writing down something. The website encourages the user to write down feelings or put emotions into words, which are then translated into a procedurally generated bead bracelet. A given text will always give the same bracelet, and there's no way to transform the bracelet back into the original text.
Direct link : http://www.dimitri-landais.fr/thebraceletstand/
The fourth Gameboy Jam took place in August 2015. It had only two rules : making a game that runs at a resolution of 160x144 pixels, and never have more than 4 different colors on screen. For this game jam, I created Sunrise/Moonrise, a puzzle-platformer with 15 short but difficult levels. It was made in 10 days, with the help of two people for the visuals and level design.
Even though the rules of the jam were fairly permissive, I decided to enforce as many Gameboy limitations as I possibly could, as they would obviously affect my choices on design and gameplay through limited grphical and audio creativity. For example, the way I approached player feedback was radically different from what I'm used to on games with virtually unlimited pixels and sounds.
A consequent part of the jam time was spent on recreating the Gameboy sound synthesizing code. It's not a direct port, but I did get information from development documents for Gameboy hobbyists websites in order to integrate as many technical specifications as possible. There are no more than 4 sounds at the same time, each of them played on a different audio channel, with two of them playing configurable square audio signals, one playing a sine wave signal, and one playing white noise.
Graphical limitations were also enforced, but I had to drop some of them along the way since the timespan was still fairly short. The way sprites and tiles are drawn on screen, their size or their color palettes, are very inspired by the way the console used to handle it all.
Event page, technical details and playable build : http://gamejolt.com/games/sunrise-moonrise/85963
Mister President, you need to light up all four letters of the word "NUKE". You had some trouble memorizing the password with the old protection system, so we replaced everything by this shiny pinball machine. Everything you need to hit is conveniently shown at the tip of a gray arrow. If something is moving or changing color, it means you're doing something good and you should keep going. You won't need anything more than your trusty arrow keys, and your Space key. Good luck, Mister President.
The game was made during the 32nd Ludum Dare, a video game development competition. Designing, coding and creating assets for the game had to be done under 48 hours, based on the given theme : "An unconventional weapon".
I initially prototyped a wholly different game, but I settled on a pinball game instead after a few hours. As a beginner in 3D imagery, it took me a while to model and texture the basic parts of the pinball (paddles and bumpers). I eventually managed to get a playable prototype with two paddles and a few placeholder obstacles, and worked on the level design.
To finish the game, the player needs to hit four different objectives : the "comb" at the top, the panels on the right, the "safety" lane on the bottom left, and the countdown bumper on top. Every objective lights up a letter of the word "NUKE", which opens a hole in the middle of the playing field for the ball to fall in, when every objective is completed.
The game mostly uses Unity's default gravity helpers, though some tricks had to be used (for instance, there is a slight pull towards the hole to make the game easier - unfortunately not enough). I chose to take some time to add dedicated code in the game to manage subtitles, as it could be useful for further projects.
The whole codebase is now reusable (albeit a bit messy, given the short timespan) for another pinball game, and most of the assets could be reused or extended upon as well. Whatever happens to this pinball project in the future, it was still a thrilling and formative experience to take part in my first Ludum Dare competition.
Event page and download links : http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=51317
An exhibitionnist with a personality disorder is on rampage, and cops are after him! Play with your friend, each as one of the protagonist's personalities, and compete to show or hide your inner desires! At the same time, cooperate to escape obstacles and stay out of cops hands!
The 2015 edition of the Global Game Jam united more than 21000 people around a given theme : "What do we do now ?". After a brainstorming session, I teamed up with students - two sound designers, a 3D artist, a game designer and a project manager - to build a 3D runner game. The idea started as a curious joke, but the concept turned out to be very challenging : the two players have to cooperate to get through the game until the timer runs out, but they also have to play against each other to get a higher personal score.
Prototyping the running and avoiding mechanics was done rather quickly, but the scoring rules needed to be refined and took some production time. Getting my hands on a real project in Unity for the first time led me to work inefficiently on some tasks, but it was a great learning experience. Seeing the game come to life when all the assets were included at once on the last day was the best moment in the whole jam, and we were all proud to upload a complete game, with a menu, end conditions, and funny/chaotic gameplay mechanics.
Event page and download links : http://globalgamejam.org/2015/games/open-clothes
Do you like words? Then challenge your friends in this brand new letter game! Find as many words as possible in two minutes! Who will be the best? You or your friends?
I started working on Klingo near the end of the project. Most of my input was on the achievement system, but I also helped with various in-game animations and last minute polish.
The project was built with Unity for the client and a custom Silex PHP integration on the server. I was familiar with both client-side and server-side technologies, and thus developed the achievement system transversely. My previous works using Unity helped me participate in the design and integration of dynamic "eye candy" visuals that bring life to the app. Most of it was done in code, instead of bringing more spritesheet animation in an already image-heavy project.
Using Unity as a tool for cross-platform development was something I had never done before on my personal projects. Joining an already existing team near the end of a project was also a new experience.
Website : http://www.klingoapp.com/
In the world of Eldarya, embark on a fantastic quest full of romance! Go on a journey, and meet all sorts of magical creatures!
I joined the project at its very beginning as a full-stack developer, and doubled as a project manager over time. As an initial team of two programmers, we had many technical challenges to tackle. The creative team was already working on another released game with a similar core gameplay, thus needing tools and worflows that were essentially identical on their side, though the design of the codebase was entirely created from scratch.
Working in such a small team permitted me to get my hands in different technologies and programming languages. I have worked, amongst other things, on integrating the website and different pages of the game, with an important accent on security since the game is a multiplayer free-to-play game. I created content management tools, with ergonomy and optimisation in mind, as the game uses lots of visuals assets that need to be accessed by thousands of people at the same time, yet also need to be created and edited easily by our team. The game makes heavy use of the modern animation possibilities that web browsers allow. As such, Eldarya is visually very dynamic for a fully native web game. Since the launch of the beta version of the game, bug fixing took a large place in the development schedule and integrating the community's input in our work drastically changed the worflow we had in place, which makes for a stimulating challenge on the team management part.
Concepts of interative stories and multiple choice narratives are close to my heart, so working on Eldarya was a fulfilling work experience for me. I also look for a substantial link between my work and the artistic and creative side of video game production, as this is what led me to work in game development, and working on Eldarya was right on point on that part.
Website : http://www.eldarya.com
Slidybook, digital library: Get all your favorite manga, comics and novels on Slidybook. You can discover and rediscover the stories you love, intuitively and interactively. Slidybook, your story starts now!
I worked for a few months as the only developer on the web part of Slidybook. The app brings digital comics to mobile devices, with value-added functionalities that make it relevant on the business side. It needed a strong server-side architecture and API, with needs being largely identical to the already running games, thus calling for skills and experience I gathered by working on other projects. I also prototyped a web version of the reader, and helped create the content management tools, with the same emphasis on user usability I encountered before.
Even though the project wasn't exactly in my field, it allowed me to work in close proximity with the mobile development team, learning and refining precious skills that I constantly put to use.
Website : http://www.slidybook.com