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Portfolio

Everything I've built: my studio, my jobs, my Unity tools, my personal projects.

Personal

Drawings: pencil, charcoal and chalk

A selection of my drawings, mostly in graphite pencil, with a few attempts in charcoal, chalk and white pencil.

Personal

Squirrel: PIXEL Challenge 2018 (Quebec)

48-hour game jam in Quebec: honourable mention, 2nd out of about forty entries in the student video games category.

Student

Back Home: cooperative rope platformer (M1 project)

A cooperative 2D platformer for two players tied together by a rope, built around stable, fun and controllable rope physics in Unity.

Student

Corewar: graphical engine for a virtual machine battle

Epitech first-year project: programs battle inside a virtual machine. I built the whole graphics engine in C, with multithreading and particles.

Personal

Philae: Mario Galaxy-like gravity playground

A Mario Galaxy-like character controller with a far more complex physics system, started at Global Game Jam 2019 and extended afterwards.

Personal

Cucaracha: ENJAM 2018 game jam

48-hour ENJAM 2018 game jam on the theme "It's over 9000!": a witch herds cockroaches into a blender for her breakfast.

Personal

Squirrel Squad: anti-gravity co-op versus game

A 48-hour anti-gravity local game: a squad of 1 to 3 squirrels fights for survival against a fourth player, the evil big red mouth.

Personal

Me and Myself: 2-player co-op horror game

A 2D co-op horror game: one player drives a robot, the other controls a big light, and they must cooperate to survive.

Personal

Inner Space: Global Game Jam 2018

A short physics-based Global Game Jam 2018 experience: you are an idea trying to escape a mind into the outer world.

Personal

Dual Shocks: local multiplayer versus prototype

Prototyping unusual controls for a local multiplayer versus game: combat drones made of two orbs linked by a laser beam.

Personal

Neon Arena: Ludum Dare 2017

Unstoppable Battle of the Neon Arena: a 2-4 player local physics brawler made in 72 hours for Ludum Dare 2017, playable in the browser.

Personal

HoloLens Spider: AR spiders walking on walls

My first HoloLens project, for Epitech Montpellier: spider holograms that walk randomly on walls, using spatial mapping.

Personal

The Accountant: CodinGame AI contest

"The Accountant", a two-week CodinGame AI optimization contest: take out enemies while saving as much data as possible.

Personal

HellSpawn: 2D top-down nightmare game

A 2D top-down game made in a game jam: explore your nightmare and survive, alternating between nightmare and reality.

Personal

Arès: 2D action game with custom AI

My second big personal 2D game project, made with a graphic artist friend, featuring a custom engine with several levels of AI.

Personal

Tankistador: 2D tank game

A complete personal 2D tank game made for fun: twenty levels, bosses, six game modes and local multiplayer.

Student

Shadows of a Sunless World: echolocation horror game (M2 project)

A 30-minute first-person horror game where the player perceives the world only through echolocation. Master's (M2) project in Unity, team of nine.

Student

Voxel engine: rendering, shaders and sound in C++

Programming course project: a C++ voxel engine with a 3D Game of Life, custom vertex and pixel shaders, and procedural sound with OpenAL.

Student

Abyssum: local multiplayer shoot 'em up

A side-scrolling 2D shoot 'em up for up to 4 local players, with an online leaderboard. Made in one month by a team of seven.

Student

ArdGame: accessible connected game on Arduino

One-week project designing an original connected, playable Arduino device for people with motor disabilities.

Student

Flaparduino: Arduino alternative controller

My first Arduino project, made in two days: a two-player versus game in Unity played with homemade alternative controllers.

Student

Worms 3D: C++ game engine (Epitech Indie Studio)

Epitech's second-year Indie Studio project: a 3D Worms game in C++ with Irrlicht, built by a team of three with a custom game engine and physics.

Student

Raytracer: multithreaded ray tracing in C

A raytracer built from scratch in C with Epitech's MiniLibX, rendering scenes pixel by pixel from configuration files.

Student

Game design facilitator for kids

Volunteer facilitator of video game creation workshops for children, over a dozen sessions. Play the result in your browser.

Student

Zappy: client/server network game

A networked game with a server written in C and a Unity client, communicating over sockets with client synchronization.

Student

Math is fun: demonstrating vector addition with physics

A playful physics tool demonstrating that AB + AC = AD (Chasles' relation and vector addition), plus a pathfinding demo. Playable in the browser.

Student

Lem-in: anthill pathfinding

Finding the shortest path for ants through a given anthill: pathfinding algorithm, linked lists and graphical display. Team of four.

Student

Nim: matchstick game with an unbeatable AI in C

The classic matchstick game Nim, made in C with Epitech's MiniLibX, featuring an unbeatable XOR-based AI and both graphical and shell displays.

Student

BSQ: finding the biggest square in C

An algorithm that finds the largest square in a map of obstacles, with a graphical display made in C with Epitech's MiniLibX.

Student

Wolf3D: raycasting engine in C

A first-person game in C: real-time raycasting of a labyrinth, with a Slender Man theme, random maps, multithreading and AI pathfinding.

Student

FDF: wireframe map renderer in C

My very first graphics project: a wireframe ("fil de fer") renderer in C with MiniLibX, from pixel and line drawing to a semi-isometric view.

Student

Unreal Engine: first steps

Two weekends learning Unreal Engine: a game jam, then a remake of the basics of my Unity game Under.

Student

Kawenga: my first step in game making

A one-week holiday internship at Kawenga in high school (2012): my first complete video game, made with Clickteam Fusion.