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SCHOOL HIGHLIGHTS

ETERNAL WAYS

A follow-up to Absolution, based in a spiritual fantasy universe

ENGINE : UE5

WHEN : Early 2023

DURATION : 2 months

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A Top-down shooter inspired by Hades and based in Purgatory.

ENGINE : UE4

WHEN : June 2022

DURATION : 4 weeks

A physics-based side-scrolling adventure

ENGINE : Unity

WHEN : February 2022

DURATION : 3 weeks

ROB.BOT

This prototype was developed in Unity for my 3rd year personal project in a week. It's a first-person puzzle game where the player controls 3 different robots. Their goal is to rob abandonned space ships using their complementary abilities.

The Tech Design Document is available here.

ASHEN STARS

A prototype developped for my 2nd year-end personal project in a single week. It's a tactical turn-based strategy game with spaceships on hexagonal grids. I didn't have the time to program the AI. The main challenge came from hexagonal path finding which turned out to be trickier than I expected. All of my process is detailed in my Tech Design Document.

The Tech Design Document is available here and the High Concept Document is available here.

BELLE ISLE

This is an environmental storytelling assigment made in 5 days. The goal was to create a prototype taking place on a pirate-related island. We had to tell the story of an important character by using the environment.
We went with a Lovecraft-inspired world and told the story of an undying pirate turned cult-leader on his own island. I programmed everything in the prototype.

OLDER PROJECTS AND PROTOTYPES

baggs.itch.io/pokemon-dust

POKÉMON DUST

A Borderlands-style Looter-Shooter mixed with the team building and universe of  Pokémon. Its main feature is the different AIs for each of the 6 Pokémons.

ENGINE : UE4

WHEN : November 2021

DURATION : 2 weeks

baggs.itch.io/uriahs-fall

URIAH'S FALL

A Doom-inspired fast FPS with random weapon changes and constant upgrades.

ENGINE : UE4

WHEN : June 2021

DURATION : 3 weeks

THIEF II - REMAKE

A small school project, developped on my free time in two weeks. Our assignment was to re-imagine the Bank level (map 6) from Thief II : The Metal Age, complete with some basic mechanics. 

Even though it was mostly a Level Design project, I wanted to go the extra mile and recreated most of the game's mechanics and items, like the different arrow types, usable items and the light level meter. 

The enemies were made intentionnally less perceptive in order to facilitate testing the level.

GRAVITY PROJECT

A level-design assignment in Unity developped in 2 days. We had to create a small game using gravity as its main mechanic.