Dual Universe @ Novaquark
since 03-2020
UGC MMO - Single permanent server - Space Opera - Flight simulator - Voxel sculpture - Mining - Crafting & industries - Space PvP - Scripting.
Level design + In this game, everything is made out of voxels, so I've been using the voxel construction tools to create part of the main fixture buildings that are populating the Alioth star system.
I managed to pull out several interesting designs into voxels from scratch and sketches : the Shuttle station, the Institutes, The Aphelia monuments, the U.E.F Store and most of its ships on sale, many mission locations, starter outposts and speeders, special events, quests, and many more.
I've also been producing a lot of HTML content for the team's needs, then using Lua render script later on. I worked on some mission scripting and some time-saving scripts about pricing or set upping some constructs tag, mood and element behavior.
Being part of a rather small, but amazing team, I'm proud to show how energetic, versatile and tedious I can be in a real game production.
This game is really one of its kind, and would recommend it to anyone that likes to play Lego AND complex board games.
https://www.dualuniverse.game/
University game projects @ NAD Center
Fancy slides showcase :

( 6th trimester school project )
Ido : Hope Among Wolves
A little boy challenges his fears in a nightmare. As a Holder of the Light, he must show his valor and be brave enough to get to the end. On his path, he will struggle against evil wolves that are lurking in the dark. They will chase the light until it .fades to darkness. Unless the light can shine again?
N.B: Outside of the characters, there is no polished assets in this project. I focused on making the most working gameplay features as possible and on planting the atmosphere that I wanted heavy and stressful, as suggests the song in the level.
Ido Game Footage :
Sketches & Screenshots :






A game I've been designing with some friends at the school. (7 weeks of ideation & planning)
Then I put all this up in UDK all by myself.
I did the game loops' visual scripting, the level blocking, integrations, the visual direction, etc. (8 weeks of hard laboring in UDK (while juggling with the other projects)
The point of this game was to make me feel more confident in a game engine. So I set up 2000 nodes to make the thing works as planned. Now that it's done, i think i earned a good level at understanding and playing with the beast.
CREDITS : I would like to thanks Jasmin Guimont-Fortin for the modeling and the textures of my main character, thanks to Camille Lebrun for the main character's animations and thanks to Florence-Alexandra Sinclair for the wolf and its animations.




( 5th trimester school project )
Lichet & Stank
Set on another planet, a creature-lover girl is attempting to save her friend who's magical energy is exploited on a slave train. So Lichet and her little best pal Stank must sneakily hack their way into the wagons to the head train and free their buddy.
Lichet & Stank Game Footage :
Sketches & Screenshots :






Our second project of the "Production Constrain" course. For this project, we were 13 people working together and had to realize it within 8 weeks. This time again we used no programmer's help but our sweat only!
CREDITS : Can be found at the end of the video.

( 5th trimester school project )
Prospector's Greed
Prospector's Greed is a chase against the environment. You are a greedy miner deep in a cave and you find a strange mystical talisman buried under the rocks. Because it shines your deepest greed out, you can't resist. You grab the loot but suddenly, the cave is starting to crumble. In a hurry, you must escape, quick! As the lava breaches in and will soon fill this place, you have to trick the miners so YOU can escape alive with your treasure. In this game, greed is good!
Prospector's Greed Game Footage :
Sketches & Screenshots :






Prospector's Greed was a short game project we had to make at the NAD for the "Production Constrain" course. I teamed up with 11 artists ( no programmer, but a skillful sound designer ) and we had 7 weeks to pull it out. The work went really good all the project long, The day after our first brainstorm, i pitched the plan for the level design. During all the production, we took the right decisions when we had to and got the right formation to the right people to make sure that we wouldn't get stuck in hasardous problems and avoid being late on the schedule.
CREDITS : Can be found at the end of the video.

( 3rd and 4th trimester school project )
Space Morons
Space Morons is a 3D multiplayer Shooter game in third person view in a zero-gravity environment. Create your loadout : chose your best gun (which all have a Special Attack), your favorite propeller, your grenade type and your shield power. Many of them have the power to apply various gravitational forces on the map. The point of the game is to max all your team resource tanks out of the 3 contested resource points orbiting in the middle of the level and get a lot of fun! Be a real moron and blow your enemies away with your toxicity and pollutant tools!
Space Morons Trailer :
Watch in HD at : http://vimeo.com/102788570
Sketches :






After our concept being chosen by the judges at the end of my third trimester at the NAD, we had 15 weeks to build our very first 3D game as so for learning AGILE methods and Perforce's file sharing system. We worked with some programmers from the Chicoutimi's University of Canada to code our mechanics and with few sound designers and a composer from University of Montreal to get the best from the project, With all humility, i think we nailed it!
CREDITS : Can be found at the end of the video.