Relevants projects

Pok Project

This is a 6 months school project we made in our third year. The objective was to do a game (Stars of Anarchy) running on the Nintendo Switch using a custom game engine (PokEngine). We separated the team in three main groups, Game, Tool and Engine. I was the lead programmer and engine on the project. I implemented most of the core feature used in the engine as the graphic engine, physics engine, entity manager, resource manager, and so on.

Highlights:

  • Implementation of a custom engine from scratch
  • Decision of the overall architecture
  • Code review for every membre of the team
  • Acting as the lead programmer and the lead engine
  • Up to 15 programmers at the same time

Group movement and avoidance

This is my bachelor project where is 4 months I implemented a pathfinding system that could handle large number of agent in a large scale world. The mains systems are a full nav mesh complemented with a waypoint graph to connect every town in the map. Every movement of formation are handle by a mix of full on pathfinding with dynamic obstacle avoidance. The project is made using the new DOTS system from Unity.

Highlights:

  • Bachelor project of 4 months
  • Implementation of ORCA systems
  • 10'000 agents moving at the same time
  • 100% Unity Dots

Nàstrond

This is a school project where we had 3 months to do a city builder with dwarf. I was in charge of the AI in general, from the decisions making to the pathfinding. This project was our first where we worked with a custom game engine - made by our teacher - and had to have a vision outside from the game that we could have with a Unity's project.

Highlights:

  • Behavior tree and pathfinding implementation
  • Custom container
  • Targeted for optimal performance
  • I was the lead project
  • Working with a custom game engine

Professional projects

During my time at school I had the opportunity to take part in three professionnal project. Each were differents and I learnt differents skills from them.

Hell'Eluja

For 1 month I help Oniroforge to finish their game Hell'Eluja. It's a two player game where one is playing with a VR helmet trap in a dungeon where the other player use a phone or tablet to spawn monster in the dungeon.

Highlights:

  • Level building
  • States machine for 3 ai
  • UI intégration

Team Kwa Kwa

I worked at Team Kwa Kwa for 6 months during witch I had the opportunity to have a insigth view of the indi Swiss's industry. If it was for me an opportunity to improve my skills with AI and PCG, it was my first going to some events like the Nordic Game Conference with the Swiss's delegation.

Highlights:

  • Proceduraly generated world
  • Implementataion of pathfinding and state machine
  • Showcase the game at events

Answer Knot

I was mandated to finish a game, my main task was to make sure the game can be finish by implementing a series of small objectifs that the player has to do. It was some sort of challenge because a previous programmer had allready been working on the project but finally drop out a few months before the deadline.

Highlights:

  • Core gameplay implementation
  • Environment interaction
  • Event system using scriptable objects from Unity

Jam projects

I've participated in 15 jams since 2017. Here are some of the most intersesting ones.

Don't forget

A game made with Unity during LD 41 where I implemented a event system using scriptable objects.

Highlights:

  • Jam project
  • Utilization of scripatble object
  • Custom event system

Wish You Were beer

First game ever made during an improvised game jam.

Highlights:

  • First bases with Unity
  • Simple QTE system
  • Integration of 3D models

School projects

Most of my school projects are oriented towards AI and PGC as I've always been interested in those areas.

Space Dwarf

Game with a priority on procedural content generation and AI

Highlights:

  • A* for the pathfinding
  • Level procedural generated
  • Behavior tree using scriptable object

Space Infestation

Group project where we made a 3D space ship procedural interior proceduraly generated.

Highlights:

  • 3D level generation using delaunay triangulation
  • Runtime mesh generation for optimization
  • Shader for texture painting in runtime
  • I was the lead project and the lead programer

Personnal projects