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Projects
Waves of Sorrow
Waves of sorrow
Overview
Genre :
First person platformer
Development Time :
1 year, half-time
Engine :
Unreal engine 4
Restrictions :
No programmers
Team :
8 Game designers
3 Artists
Download link :
For this project we had no programmers, therefore I quickly had to take on a lot of the technical aspects of the production. I ended up programming and designing everything that didn't relate directly to the controller, including but not limited to the LDOs, the game loop, the architecture of the game and I managed the perforce.
To find a more in-depth look at what I did for this project click on the button

Away
Away : The Survival Series
Overview
Goal :
Work time :
Engine :
Restrictions :
Rebalance several controllers
2 month
Unreal Engine 4
Could only change values but not add anything through code for lack of time
During my internship at breaking walls, I started as a QA tester. Later I got promoted to technical designer intern.
My main mission as a technical designer intern was to balance the many secondary animal controllers of the game using data from the player and the press' feedback and reviews.
You can read more about this internship by clicking the button :

5:00 Till Reboot
500TillReboot Game
Overview
Genre :
Development Time :
Engine :
Restrictions :
Infiltration FPS
2 month
Unity 3D
~5 minutes walkthrough
First Person
Team :
3 Game designers
4 3D Artists
For this project, my personal inspirations were parkour games such as Mirror's Edge and classic arcade infiltration games with big viewcones.
I worked on most aspects of the game with an emphasis on planning the work for the team and developing the ennemis.
As such, I came up with the ennemis behaviour before validating it with the other game designers.
One of the main problems we had with this project at the start was the health system. We couldn't find a way to tie it into the rest of the game efficiently. I then came up with the idea to scrap the health system and have the ennemis attack the time left for the player.
This idea allowed us to center the experience more on the rush to escape and have less things for the player to worry about.


Detailed Document I made to introduce the ennemis
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