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Whose Turn Is It Anyways? (Global Game Jam 2015)

     This year, during the Global Game Jam, I had the pleasur of meeting new friends and built one of the judge's favorite game of the Global Game Jam Montreal. 

     Whose Turn Is It Anyways is a simple game of strategy with a twist. Four players come around one controller in order to move a cube on a series of tiles that are bound to fall. The objectives are simple, make the most points and avoid to make the dice fall into the pit. whenever the dice falls on a tile of a colour, that team's color scores 2 points. Avoid having your team's face on the dice be the one under the dice for it will remove 1 point from your total. The player who is responsible for making the cube fall will lose it's points.

 

     My role during the project: Game Design, Sound Integration, User Interface, Build Master

 

     The game was made in Unity 4.6.

 

Special thanks go to my teammates: Simon Robert, Francis Brosseau, Pierre Hayeur and Simon Sylvain.

Big Bang Theorem (Global Game Jam 2014)

 

     Alongside 3 friends, we build during the course of 48 hours a playable game under the subject: We see things as we are, not as they are. My role on the project was game design, sound integration and testing. Project build in Unity engine.

Game design notes:

 

     In Big Bang Theorem, the player is an atom (portrayed in the image with a mustache) and must fight other atoms to be able to grow.

 

     By colliding his own electrons with the other atoms, the player will have a chance for a drop item that will unlock more electrons to fight off his enemies. The player has a limit amout of life points to achieve this and once his life points are all used up, the game restart. When upgrading with more electrons, the enemy generation ratio is set to generate new units slightly faster and eventually with more life points. 

 

Sound integration notes:
     Thanks to the support of André Luc Lévesques for the music composed and the internet for free sounds added in the game.

Portal 2 (Down the rabbit hole)

 

     As part of a school project, we designed a puzzle map using Portal 2's engine. I designed the level.

Theme puzzle (Alice in wonderland)

 

     Working with the Portal 2 engine was very easy and accomodating. My intentions while building this level was to recreate Alice's journey to wonderland starting by going down the rabbit hole. Then I presented the room where she almost drowns in her own tears using the boucing liquid and the challenge of avoiding real water.

     In the second part, my challenge was to create a playable environment that was submerged in water. I wanted the player to go under and then exploit the anti-gravity tunnels. I was able to isolate an underground section and have the player enter a whole different environment than experienced outside of that section. 

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