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ENDI Tank Battle – Level Design: Sandbox

0 Comments | This entry was posted on Aug 24 2010

The Sandbox level in ENDI Tank Battle is the first map experienced by the player. It is primarily the most iconic out of all the levels, having been spawned almost immediately during the first moments of production and having gone through several iterations to get to its current state. It embodies a lot of the ideas about childhood and exaggerated imagination the team and I wanted to include from the onset of the project.

I wanted to share the design ideas to better demonstrate the process behind the map and different areas encompassing it.

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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.

Low-poly Stump

0 Comments | This entry was posted on Feb 06 2010

290 polygonss. Simple diffuse texture done with the help of Photoshop. I’m diving back into painting/texturing.









Kitchen

0 Comments | This entry was posted on Feb 03 2010

I recently spent some time discovering the world of architectural rendering. It’s been a very fun and rewarding experience. The room is based on reference from an Ikea catalogue and rendered with Vray.

Boombox

0 Comments | This entry was posted on Dec 10 2009

I’m working on some models and textures on a music video for MVMT and jazz/rap band Blitz: The Ambassador. Just a simple retro boombox and casette:


Demo reel 2009

0 Comments | This entry was posted on Jul 21 2009




My first demo reel in english is finally completed! It mainly showcases my work design, model and texture work for projects related to the Unreal 3 engine. Here’s the video! You can also watch it here for a better ambiance.

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.

Robot and truck

0 Comments | This entry was posted on Jul 04 2009

Here are some models I’ve been working since I’ve finished school.

Steamy McSteam

The robot (Steamy McSteam) his basically a joke/mascot character my team and I made up during my final studies project. Since it was a steampunk, we figured “Why not make a character that encompasses everything steampunk is about, but… as a robot!”. Of course, the model isn’t that stylized like that now, but the name stuck nonetheless. I didn’t do a concept phase and started designing and modelling directly in 3DS Max. Steamy is about 18 000 polys and will be rigged and animated after I get around to texturing the fella.

The truck is for a student game project I’m currently involved to keep myself busy like an irrational bee. There’s not a lot of details to talk about, we just started. I had never modelled a vehicle before, so this was a nice challenge. The tanker part was easy, but the driver’s area took a while for me to figure out how to built it efficiently so I wouldn’t have to go back later and undo mistakes.  It’s somewhat optimized for game engines, with a poly count of around 7000. I didn’t have any clear guidelines, so I may need to cut down on some details like the drivers area. I’ve realized this recently: you can’t cheat cylindrical shapes in low-poly models, it almost always looks bad.

If you like Steamy’s desigh, I made this. I was bored and I’ve been playing Team Fortress 2 in my downtime.

Fact3 objects

0 Comments | This entry was posted on May 18 2009

Here are some objects I made for Fact3. They were fun to do. Pretty much everything I desire to do is like that. More to come soon! As soon as I get more bandwith…