Shooter defense on tablet with physical connected figurines 4-day student project (CNAM ENJMIN)
Game & Level Designer
Design core features
Design of the 4 characters mechanics
Each character should have its own, unique and easy-to-understand mechanic. You can use the four figurines at the same time.
About the game
Les Selenautes was made during the Inclus et Connectés workshop at the CNAM ENJMIN. The goal of the week was to make games adapted for people with disabilities. We chose to develop a tablet game with connected figurines we’ve specially made for this experience. The game is mentally handicapped children and Down syndrome friendly. Each of the 4 figurines has a unique effect. You can grab it, put it on the tablet and rotate it.
You scan the figurine by putting it on the tablet
Figurines are detected by tablet thanks to their conductivity
I came with the idea of a rhythm and versus game with the main programmer. With a composer and a graphist, we’ve made the first prototype for the Airconsole Developers Contest in less than a month. I set the main mechanics and the design of the game. On the 2017 summer, we add three more people to our project. For this desktop version, I was responsible for the general game design and the level design/mapping of the songs. I used a version of Editor on Fire (Custom Forge) to map the music.
Song mappings I made on Editor on Fire
Some design and mockup documents I made for the project
Screenshot of the second prototype
First prototype of the game for the Airconsole Developers Contest 2017
About the game
Deadly Riff is a versus game taking its origins in the Arcade world. Each player embodies a guitarist, standing on a zodiac hold by a crowd. By keeping the rhythm and playing notes at the right timing, the player can attack his opponent and hope to make him fall of his zodiac raft.
Initially, the project was planned to be streamed on Twitch. Deadly Riff gives to the viewers the opportunity to take action during the game, like a real concert crowd, through keywords causing special actions (ex: flying beers, broken string for one of the player, etc).
The first version of the game was made for the Airconsole Developers Contest (2017).
Audio-only narrative adventure game, Mobile (Android) A student project made during 4 months
Game & Narrative Designer
Design main features (cowork)
Design simple puzzles (cowork)
Lore & Characters design
Narrative systems design
Voice casting and voice direction during recordings (French & English)
As the original author of the project, I came with this strong idea of an audio-only game, inspiring by audio and radio fictions. During the 4 months of the project, I bring a whole sci-fi background to the project and its main character. I was responsible for the dialogs and audio logs (more than 100 replies and translated in French and English), the universe and the scenario. As a student project running for the Hits Playtime contest, we needed a strong communication about our game. I help in this communication campaign with the teaser and trailer, ideas to communicate on an imageless-game, etc.
You can find a record of a full session of the game (about 36 minutes) here in binaural 🎧.
Most of the game sessions last 45 minutes to 1 hour. As we were the one recording this walkthrough, we’re faster than a regular player.
Play as UGO, a small maintenance robot awaken in a distressed spaceship by its Commandant locked away in the flight deck. You are lost in the Koriavov, a drifting settlers-ship headed for a new exoplanet, with no way to send a distress call. Explore the almost abandoned ship, and find a way to call for help.
The day I met LAIA is a short audio-only experience where you are able to live a story, solve puzzles and enjoy the environments. We want to experiment an unusual technology for our game: the Cardboard and the Gear VR. All of our sounds were made for a binaural experience, and you can listen to our trailer in 5.1. The project is presented on June 12th and 13th at CNAM-ENJMIN and on June 24th in Paris for the end of the Hits Playtime contest.
Interactive experience, Tablet (Android)
A student project made during 4 months (CNAM ENJMIN).
Design of the core features (cowork)
Help on the Level Design (cowork)
Writing of the character background story
Writing fake newspaper articles about the character
As the second game designer of Hindrance, I worked with the other game designer on the core mechanics (gestures, obstacles) and the level design. I also set the background story of the character and wrote a dozen of fake newspaper articles for the game booth at its presentation.
Articles I wrote for the background story of the dancer
Early schemes for the first two levels of the game.
About the game
In a poetic universe, guide a dancer step by step through this unusual mental journey, letting yourself be carried away by rhythm and hope.
The game is focused on dance and movement, developed by six ENJMIN students during 4 months as a school project. Animations were made both by motion capture and digital animation.