Experiments

Game jams, prototypes... All my other "toy projects".

Game jams

Handvolution

Made with Unity 5 at Game Dev Party 8 (Lyon, France, 2015)

With Emmanuel Body-Hinrichsen and Arnaud Jomard.

This mini-game programmed in 2 days was an evolution of the classic "rock paper scissor" game.

Genetic mutations enable the player to grow more than 5 fingers, creating monstruous hands and enabling never-seen-before combinations !

It was a great way to iterate on a well-known classic game design to evolve it into something new.

The code of the game is open source and available on Emmanuel's Github.

Poster for Handvolution : The Game

Unreal Engine musings

Sometimes, I like to just pick a tutorial and learn about a new part of Unreal Engine I didn't know about, for the hell of it.

Here are two projects I did that I'd like to flesh out when I have some more time, but that helped me learn more about the engine :

  • Coop Game : a third-person arena shooter where you have to face infinite waves of enemies, very similar to Gears of War 5's Horde Mode. It features two types of path-finding AIs (explode-on-contact balls and humanoid shooter AIs). It also features powerups (speedup and medikit) that you can retrieve on the map. It can be played in local multiplayer.
  • Krazy Karts : a car racing prototype that helped me better understand Unreal's Online subsystem and replication challenges. It is merely a prototype based on the vehicle template project at this point, but it can network a game between two cars over the Steam SDK and correctly replicate their movement on each client.

You can check out a recap video of these projects on Youtube.

ofxShadersFX

ofxShadersFX is a plugin for the C++ creative coding platform openFrameworks.

The aim of this plugin is to facilitate the use of well-known shaders in a handy, ready-made package users can just download and start using.

It emerged from the realization that at the time, all openFrameworks built-in lighting facilities failed using GL core profile, because they relied on the legacy OpenGL fixed-function lighting system. So, people had to recreate their own lighting systems from scratch.

I programmed in modern GLSL (3.+) some well-known shaders for :

  • Phong and Blinn-Phong lighting (both in Gouraud and Phong shading modes)

  • Displacement mapping

  • Alpha blending

  • Color key mapping.

It was a great introduction to the world of shaders.

Thumbnail on ofxaddons.com