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2018

Being a huge nerd, I was thrilled to hear that one of my school project was to create a game. For Ninja Rush, my only game so far, I created all the sprite. I also was the game designer for the game which mean I created the concept of the game and the universe behind it. The game was coded by the Canadian Ronald Deslisle during my time at Vanier College in Montreal.

The game has simple rules, you can face 4 directions. When a ninja come at you you have to look at him to kill him. However when a villager arrives you need to show your back to him so he can enter your backpack

I chose the feudal Japan because I needed a fast enemy that would test your reflexes. Ninjas fitted that description perfectly. I also wanted to have a female hero because they are under represented in video games unfortunately.

First for the design, I decided to do many sketches of what the characters and the backgrounds could look like. The sprites were created by using a free app called Piskel which I use quite regularly. It took me a lot of time to create each sprites and backgrounds. I had to be consistent for each orientation of every character. It was fun to create the start page because it allowed me to develop the design of my characters in a different style.

I loved working on that project for many reasons. The ability to come up with a game idea and designing how it would work was amazing. Moreover creating the sprites and seeing them in action was really satisfying. Last of all the choices I made concerning the universe really represent what I care for like Japan and pixel art.

Villager sprite Hero sprite Ninja sprite
The Pit

2021

The Pit is a 3D platformer game that I made with Unity for a school project with another classmate. This was my first project using Unity and was overall a positive experience. I decided to create a vertical platformer where you need to exit a pit, hence the name. The artstyle that I went with is heavily inspired by PS1 graphics in order to compensate for my lack of experience in 3D modelling and texturing since I made all of those myself for the game.
In total, I had to create every model and their respective textures, animate some of the objects, coded the menus, options, introduction and conclusion as well as some gameplay elements. I had to also place the different models in Unity, create a filter for the screen in order to lower the in-game resolution so that the PS1 art style could work and finally create the fire particle for the torch.

2021

PSM l'odyssée temporelle” was my final project for my first master year. It was a team project but ultimately we were only two really working on the project. The goal of the project was to create a web documentary about our school for it’s 20th anniversary. I had the idea to create a first person adventure game based on old school games with a 2000’s aesthetic.
The game consists of picking up time machine parts throughout the PSM building in order to fix Time. The gameplay consists of exploration, dialogues with characters, inventory based puzzles and 3 activities. An activity where you create a logo, one where you must create the right persona for a product and one where you need to reconstruct the user interface of a website.
Every visual in that project was created by me along with the story and most of the dialogues. I also helped a great deal with the coding of the game and also created an IOS app for the project that serves as a guide for the game.
It took half a year to make the game and because we were only two working on the project, many sleepless nights were had. Overall it was a really interesting project that I’m proud of in a way, I managed to reach a quality that was correct on time despite all the problems that came my way.

Logo Joe and Jim

2022

Joe & Jim is an infinite runner game with a will to be as accessible as time would allow us. I made this game with Unity with a friend for my final master's project. I did the entirety of the visuals and writting for this project. In order for the world of Joe and Jim to come to life I had to draw more than 150 sprites. I preferred using 2D sprites instead of 3D models because I really like mixing 2D and 3D together and it saved me a lot of time which proved to be the right choice in order to finish in time. This choice was also made in order to have something more visually unique.
I also programmed some aspect of the project like the menus, the animations in game, the random voicelines as well as some accessibility options. We wanted to prove that it doesn't require that much time or knowledge for anyone to make a game more accessible for handicapped people. Those options can also be useful for non-handicaped people, subtitles for instance allow anyone to follow the story with no sound.
We also recorded voicelines for the project in order to add even more personnality to the game. It taught us to use professional equipment for recording and mixing. I also learned that I should maybe take some acting lessons before doing that again.