Portfolio Unity
Here you'll find some Unity Gamejams, side projects, tools, etc
AStar
A* algorithm Unity Webgl demo
Procedural Customizable 3D Grid system used to implement an A* algorithm (so without pathnodes) in a simple Stealth 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 living creatures are now hiding under domes to survive. You play as a robot, your goal is to help humanity getting back on track. To do so you’ll have to build infrastructurees according to their needs (electricity, foods, shelter, etc) while preserving the ecosystem around and trying to keep every remaining species alive.
The difficulty comes from juggling with all the underlying dynamic environment mechanics, choping too much trees will increase polution and thus reduces animals territories, putting a nuclear field will make soil infertile arount it, moving animal lairs at the top of a cold mountain will drive them to their exctinction, etc.
We’re developing this game during 3 months (ish) using Unity. There is quite some work on the Terrain management in order to make it dynamic (responsive to pollution, humidity, heat, etc), in the AI for the different species, on the resources / building management and various movement mechanics.
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 hey! houray for my first Unity game !
No links to play this one, seriously I’m saving you some time here.
LINK TO THE WEBGL DEMO
HideOut
Hideout
Done during the “Game Dev Party, GameJam#13”, the theme was “Friday the 13th”.
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 characters would be purely coincidental). The last standing player win the games, to achieve this goal, players can knock down each other for a short period of time, run and open doors. JSon with his ESP (Extra Sensorial Perception) can hear whenever a player open a door and will proceed to 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 JSon and their friends trying to stun 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 by my own.
LINK TO THE WEBGL DEMO
MagicTrick
MagicTrick
A little game about a wizard training their telekinesis power and playing with their “lemmings”. It’s a very kids friendly game requiring a sense of balance 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 precalibrated 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 making it completly disapear by obstrucating the camera. You’ll need to combine all those mechanics 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 in the form of 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 (not WebGl compatible). 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 stuff in scenes and focus on the objects I was working on.
Download Links (drag and drop them in an “Editor” folder) :
TheDungeonOfNaheulbeuk
The Dungeon of Naheulbeuk: The Amulet of Chaos
The Naheulbeuk universe is an original creation by French author John Lang. It started as a very popular audio comedy series parodying role-playing games and heroic fantasy tropes. What best could be done to port Naheulbeuk to the video game other than an tactical RPG ? You probably answered already or don’t know what I’m blabbering about. So yeah there it is, Naheulbeuk is my first professional experience in the video game industry.
I was in charge of creating a System allowing Game Designers and Level Designers to create in a fast and efficient way the numerous amount of skills they need for this game. The team and I developed a “brick” based system allowing designers to break their skills in different “bricks” and matching them in whatever fashion they needed to.
A very fun and rewarding first experience in the video game industry. I could have been given a meaningless task as this started as an internship but nonetheless the dev team trusted me enough to give me great responsabilities and I thank them for that.
The Dungeon of Naheulbeuk: The Amulet of Chaos Official Website [The Dungeon of Naheulbeuk: The Amulet of Chaos Steam Page] (https://store.steampowered.com/app/970830/Le_Donjon_de_Naheulbeuk__LAmulette_du_Dsordre/)
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 that could have been done to save the team integrity on this one. So about 16 hours before the deadline, we pretty much had to redo the whole Game Design with only half of our team and find a new way to import all of our arts into the game. It was a chore and very painful to fail implementing gameplay so close to the end. But 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. Think of it as an Hanoi Tower game, but with magic powers and in 3D. 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/powers and the spiritual 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 grew 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 have to use them to solve the puzzle. How ? He can use them as weight to activate button, as a step ladder, to fill large gaps, 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 player can interact with those “zombies” by stomping on their head (resulting in a stun), multiply them by shooting at them or lure into different positions by getting in their FOV. And obviously, touching those zombies would induce damage to the player. So to cut a long story short, to solve the different puzzles the player would have to be very wary of its movement and duplicate just the right ammount of “zombies”. Not enough zombies and you can’t resolve the puzzle, too much zombies and you take the risk of getting eaten. Mashing horror and puzzle mechanics sounds fun to me.
LINK TO THE WEBGL DEMO