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GameJam

During my studies, I really enjoyed doing GameJams with friends. It was a great way to challenge ourselves and put in practice everything we learned so far. Since each Gamejam I did was with different people, it was also a great way to be a better teammate and understand the value of each person and how to create the best game with the skills we have as a team.

BLIBLIS PLAYGROUND OF EGO DEATH

Best Artistic Direction - CreativeJam 19th 2022

The player will need to collect as many Ego-Wizard as he can to get the high score and to refill is ego-power to eliminate the monsters. Over time, the monsters will spawn faster and have more health, so the player will need to plan his move as well and have a bit of luck finding Ego-Wizard !

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I made the level so that the player always has multiple path options available to them. As the Ego-Wizards spawn randomly on the map, it was important to give the player the best possible chance of encountering one, so having a dead end was not an option. I placed the ego-Wizards so that they are fairly spread out, but each area have an equal amount to balance the player's chance of finding one.

Contribution: Level Design, Game Design

Team: Frédérik Généreux, Lucas Faria Tousignant, Stéphanie Roberge, Francis Tremblay, Vincent Blais, Jean Bulleta

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ALLER RETOUR

Best Game - CreativeJam 19th 2022

To reach the survivalist camp, the player must travel in time and change the past to move forward in the present. To do so, the player will plant seeds in the past that will grow into a platform in the present or move waterlilies to create a path in the present.

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The objective was to create a platforming game with a couple of small time travel puzzle. I started by designing the first mechanic of planting a seed that would grow into a jumping platform. With that first mechanic, I wonder : What if, instead of becoming the path, while growing, the plant lift the path ? Add what if you could move a planting zone and create your own path ? And that is how we end up with plant that lift platform and why you can move waterlilies. All the level design was created to make use of those mechanics.

Contribution: Level Design, Game Design, Level Art

Team: Laurence Sansregret, Roxanne Ross, Vincent Graciet, Francis Tremblay, Vincent Blais, Hubert Crépin

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ASTRO LOTTO 666/49

Best Artistic Direction - CreativeJam 18th 2021

To validate is winning ticket, the player will need to reach the convenience store alive. Many unfair deaths await the player, and he will need to learn where are each one of them to find the safe path to reach the goal. 

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Since the design of the death are not fair, each death needed to be surprising and funny, so the player wouldn't get frustrated. I designed the map, so the player would be attracted and feel safe around certain meshes assets that will later on kill him. Multiple dead end was created, but those dead end always lead to death. It make it easier for the player to remember the right path but also less frustrating to do it each time he died and respawn.

Contribution: Level Design, Game Design, Level Art

Team: Cyril Beze, Frédérik Généreux, Juliette Fortin, Léa Robillard, Simon Roy-Thibault, Alesandro Garino

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LE MAELSTRÖM DES MEUBLES

Coup de Coeur - Montreal GameJam ETS 2020

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A puzzle game where the player need to replace the decorations of the room as they used to be.  before Edgar Allan Poe reach it's absinth bottle.

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The player need to move the decoration with the arrow on top and side of the room. Edgar can be slowed down if a decoration bloc its path but he will find a way around to reach the absinth.

Contribution: Level Design, Game Design, Level Art

Team: Cyril Beze, Étienne Bourdage, Frédérik Généreux, Jérémie Auclair, Vincent Graciet, Jonathan Aubut, Alex J. Moreno, Alessandro Garino

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