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5 lessons learned from 5 months

0 Comments | This entry was posted on Aug 25 2010

I have learned a lot these past few months about being a game designer. My time at the National Institute of Digital Entertainment (ENDI) in Quebec City was an excellent way to put into practice all the academic knowledge I had acquired so far. I managed to help released 3 video game projects in the span of one summer and I am honestly amazed at how fun and incredible they turned out.

During my time at ENDI, I had the aid Jean-François Dessureault, senior game designer at Frima Studios. He taught and guided me through some of my initial errors and helped shape a lot of my current methods in applied game design and theory. I owe him a lot for my early success.

A few weeks ago while working, I listened to a great IGDA Wisconsin meeting showcasing talks from Raven Software and previous chapter president Manveer Heir. He presented five important lessons he had learned from his first 5 years in the gaming industry.

Having recently spent exactly 5 months developing my first games, I thought it couldn’t hurt to try and talk about my personal experiences. Here are some things I’ve learned about game design and development.

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ENDI Tank Battle

0 Comments | This entry was posted on Aug 24 2010

It is my great pleasure to announce the third game I’ve worked on as both game and level designer: ENDI Tank Battle. A 3D vehicular combat game built with the Unity Game Engine for iPhone, iPad and iTouch portable devices. Players control tiny tanks and fight other miniature vehicles in oversized childhood environments in more than 20 missions. With accurate motion and simple controls, players move forward/backward by pressing two buttons, turn by tilting the device and firing their cannon by tapping anywhere on the screen.

This was an incredible project to work on. I learned an incredible amount of precious game design knowledge and go to work with amazing and inspiring people that delivered spectacular work on all levels. In the end, I feel the game looks amazing visually and is accessible and fun. The game will be released on the Apple Appstore in September 2010 as a free downloadable game.  I do hope you’ll try it out.

D.N.A / A.D.N

0 Comments | This entry was posted on Aug 23 2010

D.N.A / A.D.N is an experimental game created in 36 hours for the Bivouac Urbain 2010 Game Jam. Inspired by the song “Dan Dan” by electronic group “Misteur Vallaire”, the player controls the Avatar and must learn to evolve correctly by absorbing various combination of shapes. The game presents a very soothing atmosphere that opens the way for a relaxed play style.

This was a good opportunity and my teammates to try out a more artistic and emotive approach to creating games. Bivouac Urbain was the perfect place to experiment so we jumped on the opportunity. The game in its current state is unchanged from our initial concept, therefore some aspects of gameplay will provide minor frustration. The team and I are aware of some glaring issues that we couldn’t adjust during the competition time frame. We expect to adjust some game systems as soon soon as possible. Thank you for understanding.

You can try out the game here.

Postmortem: Flubs

1 Comment | This entry was posted on Aug 20 2010

Flubs was my first project as game designer. It is definitely an important step for me, on a personal, emotional and professional level. I wanted to take the opportunity to write about one my first experiences at helping build a proper video game. You can play the game online by following this link.

I was selected as game designer by the National Institute of Digital Entertainment (ENDI) based on my previous experiences in multimedia, graphic/web design and 3D production. The way ENDI builds their teams for the development of their game projects is by recruiting graduate students from various fields (art, coding, design, etc) and combining everyone’s expertise on a single project.

Excitement and anxiousness begin to describe my state of mind back in April 2010 earlier this year. I knew I possessed good knowledge and culture of games, a solid grasp of core game design concepts and good communicative skills that would help me accomplish all tasks and challenges. Still, I worried a bit. Designers are often required to have a certain amount of leadership skills, which was something I previously had little familiarity with.

For the next few months, I would be spending around 20 to 30 hours per week working and tinkering on various aspects of the project such as establishing our pitch and initial concept, describing the game systems and mechanics and ultimately helping coordinate the direction our team took. At the same time, I was also splitting my workload by simultaneously developing an iPhone project at ENDI.

It was both hard work and a terrific learning experience. Luckily, our team bonded really quickly. With everyone’s help and support we managed to shape Flubs into a solid game.

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Flubs

0 Comments | This entry was posted on Aug 17 2010

I am extremely happy to reveal the very first game I’ve had the pleasure of working on: Flubs! Flubs is a casual puzzle-action Flash game about construction and destruction. I was game designer on this project and it was a tremendous learning experience. You can play it here.

Radio Interview

0 Comments | This entry was posted on Aug 08 2010

I had the pleasure of being interviewed on “Puissance Maximale“, a local Quebec City french-canadian radio show about electronic, geek and hobby culture.  We talked about my involvement in the 2010 edition of the Bivouac Urbain and my time spent as game designer at the National Institute of Digital Entertainment (ENDI). It was a lot of fun and I was able to meet some other contestants beforehand. Amazing experience.

You can listen to it here. My segment starts around the middle.

Bivouac Urbain 2010

0 Comments | This entry was posted on Jul 25 2010

I will be participating in the 2010 edition of the Bivouac Urbain, an electronic culture festival that hosts a 36 hour game jam from the 5th to 8th of August .  My team, The ENDIstructors, will be the official representatives of the National Institute of Digital Entertainment (ENDI). I will be Team Captain and in charge of Game Design. One of the judges this year will be none other than Jenova Chen, co-creator of titles such “flOw” and “Flower”. I am quite eager to see what everyone in the competition will end up creating. I’m sure it will be immensely fun.

Game Design & ENDI

0 Comments | This entry was posted on Mar 15 2010

I am extremely happy to announce that I will be attending the National Institute of Digital Entertainment (ENDI) in Quebec City as game designer during their Spring/Summer 2010 semester. I’ll be in charge of the design and developments for video game two projects. I will be mentored by Frima Studio during my passage at ENDI. This is an exciting opportunity and I am overjoyed to be able to work with dedicated and passionate companies to produce outstanding work.

Game Design Challenge

0 Comments | This entry was posted on Dec 11 2009

I participated a small game design contest over GameCareerGuide. The idea was to make a 500 word pitch of a video game based on classic or contemporary literature. I based my entry on Animal Farm by George Orwell and got an honorable mention. Here’s my entry:

Animal Farm, a novel written by George Orwell, stands as a powerful dystopian commentary on how human societies can be shaped depending on the men who lead them. The novel tells the tale of a society of British farm animals revolting against a negligent caretaker and then having to come to terms with their own freedom and eventually a corrupt leadership.

It can also make for a compelling single player farm-simulation game with an emphasis on resource and unit management, simples puzzles and story.

At the outset of the game, the animals revolt against their neglecting owner. During the introductory tutorial sequence, they wrest control of their farm and are now free. Afterwards, the story can branch depending on which character is selected. There are two choices available: Jessie the sheep dog or Napoleon the pig. Choosing Jessie will lead the player across the game as one of the normal animals that directly follow the leadership of the Pigs. Choosing Napoleon will allow the player to enforce strict laws upon the animals of the farm and command them with an iron hoof. Both story paths give access to all the same game mechanics, but feature different story perspectives and endings.

The game takes place over 3 years of a fictional calendar. After the last year the game ends with the appropriate ending depending on the results of the path taken. Story moments happen on different days depending on the success of the farm and are mainly conveyed through cut scenes, in-game voice-overs and text.

The player controls his animal avatar directly in a third-person perspective and navigates the farm buildings and territory by running, jumping, using tools, interacting and assigning tasks to non-player characters.

The main resources to manage are a “Food” and “Fatigue”. “Food” is the standard resource and his consumed by animals at the beginning of the day and restored by a certain amount at the end of a successful day. “Fatigue” is a personal rating to each animal type and affects how much food will consumed each day. Animals with higher fatigue consume more food.

Each day of the calendar, the player needs to complete tasks to assure the continuing success of the farm such as milking cows or harvesting fields. Almost any group/type of animals can contribute to any task, but some animal are better than others. In sufficient numbers a flock of chicken could very well repair a stone wall or with cooperation, milk cows. Want your animals to be stronger? Feed them more at the start of each day. Want them to be faster? Upgrade them by making them study books.

On some days, angry farmers or wild animals will attack the farm and the game shifts from managing tasks to strategizing combat for the day. Each animal can be sent in to fight. For example: horses and donkeys act as heavy damage-dealing units while a flock of flying geese can blind enemies temporarily with droppings.

Do go read the other entries.

Low-poly Reel

0 Comments | This entry was posted on Jul 20 2009




Odd1 Inc was gracious enough to permit me to show some work I had done for my last video game project: Odd Society. This reel mainly showcases low-poly model work and textures.