Full Games
Commercial and published Games
Max Mustard - Commercial VR Platformer
"A Platform Game built specifically for virtual reality platforms"
Gameplay: a Mario-style VR Platform game with various bite-sized levels that focus on a single, unique mechanic, letting Players learn it, play with it, be challenged by it and get surprised at the end. What I learned: Taking more than 30 levels through all the steps of concepting, design, implementation and optimization made me better at communicating with the Art and Dev teams, as well as understanding their pipeline better to facilitate their work, especially in a fully-remote environment with great time zone differences. I also learned to think outside of the box to overcome the unique challenges of VR Games. |
#VR #Platformer
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ISO - Self published on Steam
"A photography videogame set on a post-human planet Earth"
Gameplay: free exploration of an open map, full of animals to find and photograph by collecting and using objects in the environment, crawling in tight places and climbing on vertical walls. Taking pictures awards points, and taking better pictures (following real-life composition rules) awards more points. Each animal can be photographed in various states (asleep, eating etc) to complete a Compendium. What I learned: I developed an eye for the small details that help bring the perceived quality of the game to the top. I also realized the importance of the density of interactions / affordances in the level. |
#Exploration #FPS #Cozy #Non-violent
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Currently under NDA: |
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Game Jams and Vertical Slices
Creative and challenging concepts
Magnet - Academic Vertical Slice
"A puzzle-adventure game based on magnetism"
Gameplay: systemic interactions between magnetic objects allow players to find various approaches puzzles, which are meant as "situations" rather than "problems". This open approach suits Explorer-type players, which is our intended target. What I learned: A) Understand and accept when your game wants to go on a different direction than what you had in mind and B) Always make sure that your full team is in love with the Game. |
#Puzzle
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Siege of Alesia - AIV Game Jam 2018
"A mind game-based strategy game designed during a Game Jam"
Gameplay: The first player to run out of the only currency in the game, troops, loses. Troops are used to take the 4 actions of the game, secretly deciding 3 each turn:
This avoided a Rock-Paper-Scissor scenario by adding a variable that broke the perfect equilibrium of Attack-Defend-Heal. What I learned: prototype as fast as possible. My colleague and I quickly found a workflow to playtest the game using a paper prototype and created a spreadsheet to collect data and tune the game stats, and this was the biggest contributor to the game's solid strategic gameplay.(example in the Game Design Page). |
#Strategy #Multiplayer
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