ForeRunneris a board game developed as part of a two-week end-of-year workshop. Our goal was to make the graphic identity of a board game in groups of 4 to 5 people.We went further, leading to a prototype with fully developed rules and unique graphic and sound identity.
ForeRunner's trailer. Music by Wolfgun.
This is a labyrinthine course game, where each player has headphones allowing them to listen to the sounds surrounding them. It is then up to them to identify the elements found on the surrounding squares to avoid the traps, and get to the exit. Think of it as a Minesweeper.
The labyrinth is procedural. Each game is a new graphic composition. In the concept we wanted to develop, the board had to be a tactile surface, whose grid boxes react when they come into contact with a pawn. In order to respect the deadline and to prepare the demonstration of our prototype, the game played was pre-recorded and operated by a video projection system.
Even though we thought about the concept and the rules of the project together, we chose to divide the tasks to ensure we met the objectives we had set ourselves in time. I worked on the animation of the prototype, the trailer, and the sound elements of the game.
It was a project that pleased the teachers in charge of the workshop, and that we took a lot of pleasure to design. Achieving our goals and producing prototyping that suited our expectations was a motivating factor that made me want to continue the game design and audio-visual journey.
Days on Orbit (2017, still in development)
We are in the year 2200, and human births are growing exponentially. Day after day, everyone's living conditions become a little more unbearable. Even with its technological advances, humanity is overwhelmed by its own growth.
During this same year is set a huge official gathering of all the governing entities. In a common agreement (which depends only on them), they launch the operation "Living together". A vast program divided into different alternatives, more or less offensive, which promises to regulate the population and to make the earth a better living place.
To ensure the development of new living places and to avoid the profusion of a homeless population, prison cells are projected into orbit around the earth with within them population groups deemed unsuitable for new social reforms.
What would happen if in the distant future the human species was rediscovered during archaeological research? What will remain of a humanity considered undesirable and isolated for years? That's what you're about to discover ...
PERPIGNAN GAME JAM (2019)
A short game by Khamelot With music and sounds by Masami Komuro
Explore an abandoned data center built by your ancestors thousands of years ago. Move around in the dark and cooperate with a bat to explore the place. Maybe you will find a way to finally stop the core.
This game has been made in 48 hours during the Perpignan Game Jam event. It takes about 5-10 minutes to complete the whole story.
Slendertale is a RPG horror "fangame" of the video gameUndertale. I had originally developed it in just two weeks, but I had to come back to it many times to fix bugs, mistakes, and more recently to add some additional content.
This is an adaptation of that of the video gameSlenderman, redesigned as a top-down game.You will need to find 6 glitching notes inside the game. This will give you a random 6-digit code generated at each game.Of course, no Slender without an invincible entity that pursues you to the end of the world.So, in addition to your research, stay away from what is stalking you ... Or at best, find where a plice to hide. There are two endings, including a secret that says a little more about what causes this entity to chase you, and how such a strange space could exist.
Just the day I uploaded the game online, Slendertale quickly found players!Still regularly, I see videos of the game posted on youtube in all languages.
Under the bed is about you finding your way, groping. It is about this fear of the dark we have all known and that some of you may still encounter today. You play a child waking up in their bedroom, plunged in absolute darkness. No luck, it's impossible to get back to sleep. Through the eyes of this child and their imagination, what should be a simple, but slightly scary walk through the house might quickly turn into a nightmare.
Since its release, this game has received rather positive feedback.He was invited to be exposed toFILE 2018 (International Electronic Language Festival), in the exhibition FILE ONLINE GAMES to be held from July 3 to August 12 in São Paulo.
The principle is simple : You move in the dark and you can only see what is around you when the game is paused. Be aware, it's not a platformer with holes to be avoided everywhere. You'll need to observe, memorize and think in order to resolve simple puzzles.
This game is made with a passion for 2D immersive games, with a lot of sounds recorded in studio and not that many hours of sleep. It is a narrative, but short adventure (approximately 10-20 minutes + an alternate ending), so take your time and enjoy !
How to play
Arrow keys to move Spacebar or Enter to interact F to Pause (And believe me, you'll need it)
Is an interactive installation set up during my 3rd year at ESAD Valence.It is a participative device about wandering a digital space, resulting in graphic experiments.It consists of a separate space in two parts by a wall.The left part only contains a base on which is placed a computer mouse, and the other has a 32" screen on which are displayed 3 red marks randomly placed.
This project is inspired by the traces left in the wood by the xylophagous insects (in particular by the typograph bostryches).I was particularly interested in the shape taken by these lines, and I looked for how I could restore them on various supports to keep the graphic interest.
The interactive installation invites, by binomial, to place each one on each side of the device. The one in front of the video restitution will have to give help the other navigate with oral instructions. During the whole operation, the person connecting the points must keep the mouse click activated. If they drop it, no matter how many markers are attached, the device will take a screenshot of the plot before erasing it and randomly moving the 3 markers. Each track is preciously preserved, producing a collaborative set of graphic creations presented in the same way as the xylophagous insect tracks.
Although the binomes are sometimes very cohesive and produce very similar patterns to the bark beetles, others transform them completely due to a misunderstanding of the indications or even a desire not to follow the instructions given to them. They then produce new unique patterns. True wanders on the digital medium and poetic diversions of the installation.
PERPIGNAN GAME JAM (2018)
1st price & Public award
Collaboration with the architect Dimitri Namri
Perspectives is a gaming and reflection experience around the question of the mental projection of spaces. It has been conceived through the collaboration of two different trades brought together by a Game Jam: An architect and an independent game creator.
We invite the player to explore architectural sites through an adventure of Urbex. He embodies an avatar exploring a factory which seems abandoned, and of which he will discover the secrets during the progress of the game.
By exploring the site in the form of architectural plans, the player explores his environment twice as much: both from above and sideways. He will have to understand his environment to solve simple puzzles.
It is a prototype with real architectural plans designed and integrated into the game. It is unfortunately a very short game given our small team and the duration of the jam. But we have many other ideas of mechanics and puzzles that we could integrate if we wish to continue this small project further.
2019 : Game & Level Designer at Digixart Entertainement - Montpellier
2018 : LPRO Métiers du Jeu Vidéo at Université Paul Valéry - Montpellier
2016 : DNA (3 years) at ESAD Valence
2015 : Upgrade classes for applied arts (MANAA) - Condé Lyon
I am a game designer working in an indie studio. I also make games on my free time. I try to maintain versatility and experiment with as many tools as possible to stay flexible.
I learn and work with the following tools: Unity (mainly with Probuilder, FlowCanvas and NodeCanvas), Construct 2, RPG Maker, Audacity, REAPER,
Paint Tool SAI, GIMP, Photoshop, Black Ink, Sony Vegas, After Effects and so on.
This website has been created with LSN's help (@The_LSN on Twitter), who I warmly thank for his support and involvement.