Student & Other
Projects from EPITECH (C / C++) and the CNAM-ENJMIN master in gameplay programming, plus workshops, hardware experiments and one-off projects.

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.

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.

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.

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.

ArdGame: accessible connected game on Arduino
One-week project designing an original connected, playable Arduino device for people with motor disabilities.

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

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.

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.

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.

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

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

GZDoom: dark-ambience level design
A Doom level built in GZDoom Builder in two days, with a dark ambience where monsters can only move through the darkness.
3ds Max: first animated 3D character
My first 3D character: an animated anglerfish modeled, rigged, skinned and textured in 3ds Max during 3D lessons.

Reaper: sound design for Tactile Wars
Creating sound effects and music for a silent gameplay video of Ankama's Tactile Wars, edited and mixed in Reaper.

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.

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

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.

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.

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.

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.

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

Pirate: small Unity game for iOS
A small Unity game based on a friend's end-of-year project, exported to iOS in two days.

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.



