Here are some examples of work done during previous studies.
S.W.A.P. [C++]
S.W.A.P. is a third-person, puzzle-experimentation game, designed to be played on PC with the XBOX360 controller.
In S.W.A.P. the special agent Otto Von Otter uses a device to manipulate Humans' behaviours by inserting objects into their head. By performing experimentations, the player tries to reach the end or the objective of the level. To do this, he changes the non-playable character's behaviors, leading to chain reactions that can go out of control and cause mayhem in the environment. |
Sbires [C#]Sbires is an action-puzzle video game on PC. In this game, the player is not embodying a knight in his shining armor... sorry ! This time he plays a minion who tries to escape while the dungeon is besieged.
The minion can’t win by fighting his enemies. In order to win, the player has to find a new ways to defeat them. The dungeon is full of interactive elements. To defeat the heroes, he has to use combat mechanics to interact with dungeon’s elements. For example, by hitting a torch with his sword, the minion will turn off the light, and the hero will fall down the stairs. You can download the SBIRES DEMO by clicking this link. |
A Tale of Two Worlds [C#]A Tale of Two Worlds is an atypical Puzzle-Plateformer, in which you control a character and his perception of two coexisting worlds : technologic and magic, in order to make your way out of obstacles. The particularity of our game is to let you perceive both worlds simultaneously. Link to the websiste : http://ato2w.blog.lemonde.fr/ . |
Labyrus [C#]Small-scale jam project developed for the Toulouse Game Show (TGS) 2012.
In Labyrus the player controls the rotation of a maze-shaped level to change the direction in which a virus token is going. The virus has to collect cells to accumulate points and extra time, while taking into account various hazards on the ground. |
Tacs Planner [C#]The aim of this project was to design and develop artificial intelligence for different agents in an upcoming game prototype developed with the Unity engine.
The main challenge was to develop a planner which could drive the agents to a goal location by following specific environment-related rules, for instance trying to avoid enemy agents and tough terrain. In order to achieve this objective, the Tactical Path Finding method was used because it allowed the planner to take the needed tactical information into account. |
Ogre Physics Simulation [C++]The aim of this component was to extend the rigid body simulator developed in a prior exercise. This required the incorporation of rotational dynamics into the existing physics engine to show how it would be used in a chosen game scenario.
Objects had to be able to spin, roll and tumble. The user could be able to modify initial parameters through a setup text file and display statistics in a HUD of selected objects in real-time. The simulation also had to include the treatment of the collision detection and response, a system that could deal with forces not acting through the center of mass. These forces were either generated by collision or directly by user. Then, angular velocity and angular momentum including torque had to be correctly applied. Finally, a viewing system could allow inspection of objects and statistics. |
_DEMONIC COOK (Game Software Development) [C#]
This involved the creation of a proof of concept 3D game demo using XNA to a chosen design.
A game publisher wished to create a computer game based around the theme of “chaos”. They were looking for development companies to pitch for the contract. They had a number of design ideas and wanted the student to implement one of them. Taking on the role of the technical lead in a games development company pitching for the publisher contract, the student had to implement a proof of concept demo created in order to show the publisher that he/she would be able to create the full game if awarded the contract. Requires Microsoft XNA Games Studio 4.0 [ Download here ] File is 148 MB large. Demo available to download from external link [ Here ] |
__PIGDUST (Wheel Dust Effect) (Animation & Simulation) [C++]
_The goal was to develop a dust effect system for the user-controlled
"WartPig" vehicle. The dust represents sand/dust kicked up by the
vehicles as it drives around the terrain; it is affected by wind and
gravity. The vehicle displaces the dust cloud when it drives through it.
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_WARTPIG BY NIGHT (Animation & Simulation) [C++]
_The objective was to develop a user controlled vehicle for an upcoming
game prototype. A testing framework is provided along with the vehicle
geometry in the form of body and wheel models. The vehicle is a
four-wheel, all-wheel steering military jeep called a “WartPig”. The
user is able to move the vehicle forward and backward whilst steering
it.
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_RELIGHT MY SPONZA (3D Graphics) [HLSL]
_The aim of this task was to design and implement a vertex shader and a
pixel shader for the given application to meet certain criterias.
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