Develop at Ubisoft
PC - Visual Novel - 1 Player
I have the pleasure of having been selected by Ubisoft Paris to be a Mentee for their Game Design mentoring program of the year 2023-2024.
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I will be working on the design of a game that uses only ONE BUTTON, with the mentoring of Hervé Valentino, AI Designer at Ubisoft Paris.
The project is still in its very early developpement stage, but I am thinking of working on a Rogue Galaxy inspired setup, with an emphasis on exploration and observation. The gameplay is in the vibe of the Books Were You're The Hero mixed with Fallout's character stats & traits.
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And it is entirely played using the Space Bar. Nothing else.
Gamified Portfolio
PC - Personal
Using Cargo's user responsive templates, I have created what I call an Escaportfolio.
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It's a portfolio, but also an escape game.
You can play it at this adress : shouil.cargo.site
I designed it with the desire to show my ability to use original methods to prototype, and to train myself in puzzle architecture. The UX is not perfect, I still need to work on it, mostly on the feedback part. But it is overall pretty fun to play if you have a bit of extra time to check my work.
Fabulus Village
Where you can chat with friendly (?) NPCs
Swearword-free Insult Simulator
To swear at things politely
Paco-Shin's Marble Race
A prototype for a marble game
Title Yet to be Found
PC - Narrative - 1 Player
Title Yet to be Found (TTYtbF) is an exercice I had to do during my first year at Enjmin, that I decided to rework and improve.
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In this game, you start off thinking you're playing an RPG. But by inputing the right keys, you discover that you are actually someone playing a game. You then have the possibility of cheating and look for ways of finishing the RPG using external help.
How did I get there ?
I initially wanted to play with the illusion of choice, by deceiving the player's expectations. And thus, add layers and layers of worlds to explore one by one.
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But as I advanced in the iterations and reconsidered my abilities in programing, I came up with a different point of view : Recently, I have had the tendency to cheat while playing games everytime I get stuck. I would look up for solutions online or ask my friends, check guide books. And I thought it would be fun to make a game revolving around this idea.
My work in details
* Game Design
* Programing [WiP]
Game Design
1) Getting the idea
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I like when a game creates a dialogue between the developpers and the player.
I also love being challenged as a player on my abilities to understand situations and find ways to solve them. I love when a situation makes me think I got smarter than the creators, when actually, I did exactly what was expected of me.
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The first version of TTYtbF was very The Stanley Parable-like. You were starting in a 3D environment, threatened by an invisible ennemy, and if you were to turn around, you would discover that there is actually no threat and you can walk right through the crack in the wall made during the cinematic.
But it seemed too easy and hollow.
So I pushed the concept and came up with the idea that you could start playing a game, then discover that you are playing something entirely different. Going from an RPG to a Walking Sim, then a Platformer and so on. It was rather similar to the movie Inception, never knowing where things end.
But, narratively, and from a user's point of view, it was not working.
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Still, I developped a prototype of this version, and didn't modify the project until...
2) A second version
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A year after submitting the prototype, I decided to rework the project, as a personal exercice. With the experience of 2 small games developped during my studies, it became clear that the game was not going to work in its current shape. That's when I decided to use what I call "The Konami Mecanic".
3) The Konami Mecanic
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First of the cheat codes to have become popular, the Konami code was introduced in the game Graduis and allowed players to get power ups.
In TTYtbF, the main way of progressing in the RPG part of the game is by cheating and inputing codes. The player can find these codes by either exploring the environment in the "House" or on the Internet simulated within the game.
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By inputting them, they either get stat boosts in the RPG or new information on how to progress.
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With always one clear goal : finishing the RPG.
Right now, I've only worked on the transition part of the game, with no real puzzles or narration, as I am also working on my programing skills. My next goal is to add camera movements, then actual power-ups.
Current state of the prototype
Programing ?
One of the challenges I wanted to tackle during this developpement, was to try and program as much as possible of the game by myself.
Considering I had 0 experience in the field, it ended up being very educational.
[This section is under construction]