DUMMY TACTICS
We made Dummy Tactics in three days during Ludum Dare 47, with two friends from the Seed by Seed game studio. I did most of the programming, game design, and AI for the game.
It is a small RTS where you must slowly capture the different buildings in the land to improve your army and overpower your opponent.
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My goal was to make a game where the player had to actually strategize and make effective goal-oriented choices, which is not always easy in jam games. I think it is a success.
THE STORM
I made The Storm during the Global Game Jam 2019, in 48 hours. I did all the programming, game design, level design, and visual effects, while the rest of the art and sounds are made by some friends.
The Storm is a short contemplative game about isolation and the hostility of the metaphorical storm. The player must venture into the storm to get materials to build their house. Once built, the house act as a sanctuary against the storm.
My intent with this game was to learn how to use effects in Construct 2.
NOS TABOUS
We made Nos Tabous in 2019, for an exercise in narration during my formation in Interactive Digital Experiences, with two others classmates. I work on it for a few weeks.
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Nos tabous is a visual novel with branching dialogs about a forty-something guy who is very insecure about himself and discover an heavy secret about his dad. To manifest the insecurity of the character, we used a mechanical twist : often the player choose something for the character to say, but he will simply refuse to say it because it is too shameful.
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I programmed most of the UI, designed the mechanical elements of the game and help with the editing of the story at the end. I did not contribute to the english and japanese translations in any way.
I learned about UI programming in Unity, and about the difficult task of writing a story, while working on this game.
LA MOUTRIONNE
La Moutrionne is an absurd cooking game I made alone in 48 hour in 2018. The goal is to cook a difficult to prepare dish out of unruly and weird ingredients.
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I wanted to make a game about cooking where following the recipe was the challenge. The game is intriging and a little bit mysterious and the only way for the player to learn is by trial and error.
OUT OF THE BARN
Out of the Barn is a game we made in 2018 in roughly 48 hours during my formation in design of Interactive Digitial Experiences, with two of my classmates. I did all the game design and a little bit of programming.
It is a 10 minutes sidescroller about the feeling you get when you have been following order all your life and you are suddently left out in a world without rules and you don't know what to do or how to behave.
ORBITAL CHASE
I made Orbital Chase in 2018, in roughly 12 hours, with the help of a sound designer/friend.
It is a vertigo-inducing abstract arcade game for two players with one keyboard (preferably an AZERTY one, in the current incarnation), inspired by actual physics. The red player is the chaser and the purple one, the prey.
INTROSPECTION
Introspection is the fourth game I ever made, back in August 2014. I made it in roughly 36 hours for Ludum Dare #30, with the help of a graphist/friend.
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It is a game about taking care of yourself, exploring and maybe connecting with others. Vaguely contemplative and abstract.
It is the first game where I thought about game feel a little bit. Some friends still call it the washing machine simulator.
BROKEN AND LOST GAMES
Below are other games I also made. Some are unfinished and some are lost.
SUBMARINER
I had the idea of making a game with submarines which try to stay sneaky, but also try to find one another, with a very minimalist and gritty aestethic based on unrealistic sonars. When I pitch it, it became Office Robot League somehow. Yet I still did a prototype of the submarine movement and vision, because I really liked this idea.
FORET D'AUTOMNE
I had the idea of making a game where the player start in a forest, with very conventional use of parallax, which slowly and progressively would shift until the player would realise that he was in a world of abstract rectangle since the beggining. I realised at some point that I did not have anything interesting for the player to do once he discovered that. I stop developping that game and start working on Composition en Mouvement, which was more daring.
GLOBAL GAME JAM 2017
For Global Game Jam 2017, we had a fun idea : make a game where you are on a beach and the water suddenly recess, leaving the ocean floor free to explore, full of marvel, until, a few minutes later, a big tsunami comes and Game Over. So we tried to do that. First game in 3D, first time using Unreal, we need to have semi realistic water, we have one begginer graphist. Obviously, we kinda failed. There was a giant crab at some point.
JAMES, THE GAME
We made James, the Game in 48 hours for the Global Game Jam 2016 . I did the game design and the programming.
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The goal of the game is to reach the opposite side of the level without being detected. In order to do that you must imitate the other characters.
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That game was a first try of some of the idea that I got to use on Office Robot League.
AGE OF REASON
Age of reason was a narrative puzzle-plateformer we did for a game jam in 2015. I did the graphism and level design on it. I don't remember what happened to it.
SUPER MINERAL BOT
Super Mineral Bot was a hardcore plateformer we did for a game jam in 2015. I did graphism and some level design on it. I have a mid-developement version somewhere, but I don't know what happened to the final version.
JE ME SOUVIENS
Je Me Souviens is a game we started making for a game jam in 2015. It was a game about riot, and managing riot from the cop's point of view. I was doing graphism and part of the game design (maybe also programming). Halfway through making it we got thrown out of the building by security guards because of a misunderstanding. We never finished it.
THE COLLEGE PARTY EXPERIENCE
We made College Party in 48 hours for Global Game Jam 2015. I was game designer only, on a team of first timer, so I decided to be careful with the scope.
College Party is a game about boredom. The idea was to make the player wait for something to happen as long as possible before he quit, by teasing him continuously, but boriginly.
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I got a copy on my hard drive, but I never managed to make it works anywhere else.
SWEET BULLET HELL
Sweet Bullet Hell was a game we made at some point in a jam. I was only game designer on it. I don't even remember when it was (probably 2014 or 2015). It was a kind of bullet hell with two players, and when the players got closer the bullet got faster, or something like that. I don't think it was ever finished.
RECURSIVE LOOP
Recursive Loop is the second game I ever made, alone, in 48 hours, for Ludum Dare #28, in Décember 2013. It was an abstract, procedurally-generated contemplative game. It tried to simulate a living environnement. It was fun to make and had a poetic simplicity. I don't know if a copy still exist.
ZOMBIE IN LOVE
Zombie in Love is the first video
game I ever made, while participating unofficially in the Global Game Jam 2013. I programmed the game on Construct 2, while way too many friends, none of whom had any experiences in games, were making the game design. It was a bad plateformer, with zombies, romances, 4 different endings, and weird undecipherable mechanics which killed you without warning.
It teached me that it is possible to make a video game even if you know almost nothing. Sadly, I don't think any copy of it exist anymore.