Portfolio Unity
Here you'll find some Unity Gamejams, side projects, tools, etc
AStar

3D A* algorithm Unity Webgl demo
Procedural Customizable 3D Grid system used to implement an A* algorithm (so without pathnodes) in a simple Sneak game. Just click wherever you want the white ball to be and it will go there. Try to catch every purple sphere without getting caught by the guards
LINK TO THE WEBGL DEMO
Boids

Boids Unity impplementation
My take on a boids / swarm behavior system for unity. Fully customizable in runtime. You’ll be able to adjust:
- Wandering coefficients
- Cohesion coefficients
- Alignment coefficients
- Separation coefficients
- Avoidance coefficients
- FOV
- Acceleration, speed
- Move the Yellow ball with zqsd/arrow keys and use it to attract or repulse boids.
LINK TO THE WEBGL DEMO
Ecosystem

Ecosystem
Ecosystem is a student group project for GAMAGORA. It’s a First Person Management game.
The synopsis is quite simple. Humanity is no more due to pollution, and the last drop of living creatures are now living under domes to avoid the polution. You play as a robot, your goal is to help humanity getting back on track and getting things done the right way this time. To do so you’ll have to build buildings for their needs (electricity, foods, shelter, etc) while preserving the ecosystem around, trying to keep every species alive.
The difficulty comes from juggling with all the underlying mechanics, choping too much trees will increase polution due and will reduces animals territories, putting a nuclear field will make soil infertile arount it, etc.
We’re developing this game during 3 months or so using Unity. There is quite some work on the Terrain management in order to make it dynamic (responsive to pollution, humidity, heat, etc) as in the AI for the different species and also on the resources management and player mechanics.
Down below you’ll find different social links associated to this project :
No demo is available yet, please check back on it during or after the Gamagora Game Show 2018 (27th april)
GhouldGarden

Plant VS Zombie clone
This is my very first Unity game. It’s an obvious Plant Vs Zombie ripoff. And yes the difficulty is off the chart, there are some bugs here and there, and it’s not much fun. But fun wasn’t really on my specifications at that time.
LINK TO THE WEBGL DEMO
HideOut

Hideout
This was done during the “Game Dev Party, GameJam#13”, the theme was “Friday the 13th”.
In order to stick with the theme we decided to make a multiplayer games where players would be trapped in a house with Json (any resemblance to existing persons would be purely coincidental). The last standing player win the games, to achieve this goal, player can knock off their friends for a short period of time, run and open doors. JSon with his Extra Sensorial Perception can hear whenever a player open a door and so run towards it. Sidenote, every sound in this game produces a visual feedback wave (orange for Json, blue for players). So players will have to trick Json into rushing towards their mates, while avoiding both JSon and them.
Controls :
Left Stick : Move
A : Open Door
X : Kick
I apologize for the poor video , Hideout being a multiplayer game it was kinda complicated to capture some footage alone.
LINK TO THE WEBGL DEMO
MagicTrick

MagicTrick
A little game about a wizard training his telekinesis power and playing with his lemmings. It’s a very kids friendly game requiring sense of balance and equilibrium using webcam as an input device.
Player can create and move a brdige using their tracked object (preferably a pen as the game comes somewhat calibrated for the traditional green “Bic Evolution” pencils but it could be anything). They can move it, rotate it, resize it by moving back and forth the pen or obstrucating it. The bigger it is in the input frames, the bigger it will be in-game. You’ll need to combine all of that to bring the lemmings (green balls) to the exit (blue box) while saving them from the fireballs (orange balls). Every level come with an objective as a minimal number of Lemmings to save. Along with a timer that ticks down to your defeat. Tinker around with the physic, try it, break it, enjoy it.
No WebGL demo for this one as it’s using emgucv library. Sorry.
RushUp

Rushup
This was the first group unity group project. It didn’t go quite well. I was on charge of the character controller and due to poor management decisions I had my deadline go from 2 weeks to 3 days. Still I tried my best to implement a FULLY customizable character controller providing horizontal wallruns, vertical wallruns, jumping and sliding. I’m so so about the result. On my part the controller was done good enough for the time I had, providing near hundreds of little values to tweak to adjust the jumping, the wallrun arc, the snapping to the wall factor, etc.. But that might have been too much values to tweak for the LD on charge of the project. Still I learned a lot about controllers and quaternions on this one.
So long story short, please judge it by the code, not by the video. And try to keep in mind that everything that could went wrong during this short project did.
LINK TO THE WEBGL DEMO
SelectiveRenderingTool
Selective Rendering Tool
It’s not that much, just a plugin for Unity that allows user to disable/enable/toggle renderer of a group of objects in game using somewhat intuitive shortcuts. It has been very useful to me a few time. Especially when putting props on the grounds, checking that walls were fitting nicely together, etc. It allowed me to get rid of the unncessary and focus on the objects I was working on.
Download Links (drag and drop them in an “Editor” folder) :
TheReceptacle

The receptacle
Yet another game jam project (theme : Transmission) and yet another project management issues. Half of our team has gone completly off track during this one due to personal problems between them (I’ll keep names out of this). There was nothing much I could have done to save the team on this one. So about 16 hours before the deadline, we pretty much had to redo the whole Game Design (due to gdd disapearing with half of our team) and find a new way to import all of our arts into the game. It was a chore, quiet painful to fail so close to the end. But very entertaining nonetheless.
If we had a couple hours more we might have been able to come with a real game. But as it is, it’s more an art exhibition than a real game.
What it was supposed to be is a Third Person Puzzle game using 2D sprites only. Player would be able to transmit/swap states between him and NPC (eg : Fire state, Wind state, etc) and he would use those state and the powers that come along with it to interact with its environment, resolving puzzles. We had the two first puzzles layed out on paper along with a quite spiritual story. Player would die/disapear at the end of every puzzle, leaving behind his legacy / his knowledge / his light ( players can’t walk outside of the light ) / solved puzzle. Thus the game would be both about transmitting states and the legacy, the transmission of knwoledge.
LINK TO THE WEBGL DEMO
TheSleepingPit

The Sleeping Pit
The Sleeping Pit is a First Person Puzzle Prototype I’d love to get back and push its development. It started as a personal project, and grow into a group project for a very short period of time.
At is core it is quite simple, there are “zombies” that walk toward the player whenever he’s in their line of sight. The player would have to use them to solve the puzzle, it could be using them as weight to activate button, use them as a step ladder, use them to fill a large gap, etc. Add to this various environment (low gravity, smart glass that change opacity, etc) and multiple flavors of “zombies” (fire ones, speedy ones, low gravity, etc).
The twist being to interact with those “zombies” the player can either stun them by stomping on their head, multiply them by shooting at them or lure them using his positioning. And obviously, touching those zombies would induce damage to the player. So to cut a long story short, the player would have to solve puzzle while being aware of his environment. The “zombies”, the key to puzzles are also the ennemies. Juggling between not enough “zombies” to solve the puzzle and “too much zombies to handle”.
LINK TO THE WEBGL DEMO