If I had to describe myself I should use the words curious, dynamic energetic and with a strong thirst of learning.As far as my studies are concerned, I have currently completed a course at the CGAcademy in Mons and I hold a Bachelor of IT management. I can say that I am a core gamer with a wide range of interests, I enthusiastically play different types of games. In my free time, I like making music but I have to admit that programming has recently become my major hobby.As a programmer with a sharp mind, an acute sense of creativity and humour, I also like to work in a team. I am a flexible person and working under pressure is not a problem.
C#
C++
ASP.NET
React.js
Java
Javascript
Python
PHP
HTML
Unreal Engine 4-5
Unity
Perforce
Git
Houdini 18.5
Adobe Substance suite
Spine
Type : Party game
Players : 2 -> 4 players
Platform : Windows
Production : 6 months
Engine : Unreal Engine 4.27
Team members :
In Traumarena, you play the avatar of a gladiatorial magician and try to be the best in an ever-changing arena. Where you must thrill the crowd by combining spells and elements to become their favourite.
More detailsType : Versus
Players : 2
Platform : Windows
Production : 3 days
Engine : Unreal Engine 4.27
Team members :
Use your spaceship's technology to destroy your opponent while surviving the asteroids.
More detailsType : Metroidvania
Player : 1
Platform : Windows
Production : 2 weeks
Engine : Unity
Team members :
A little boy tries to find his way out of the catacombs with the help of a luminous soul who protects him from demons.
Download gameMore detailsType : Endless runner
Players : 1
Platform : Android
Production : 3 days
Engine : Unreal Engine 4.27
Team Members :
Travel across vast expanse of water with Madeline in her boat,while fishing for marine life and resources to make a varietyof point-earning recipes.
More detailsType : Escape game prototype
Player : 1
Platform : Windows
Production : 3 months
Engine : Unreal Engine 5.0
Team members :
Your ship is attacked by aliens. You are in danger, aliens are fooling you. Find a way to survive and escape the ship.
More detailsType : Survival
Player : 1 (-> 2)
Platform : Windows
Production : 4 months
Engine : Custom (using Raylib to display graphical elements coded in C++)
You are lost on an island, survive to the wildlife. Recolt ressources to craft a boat and escape the island.
Type : Action adventure
Player : 1
Platform : Windows
Production : Still in progress
Engine : Unreal Engine 5.0
Type : Arcade
Player : 1
Platform : Windows
Production : 1 Day
Engine : Unreal Engine 5
The Goal of this jam was to use my midi keyboard as a controller for my character. This project can be improve but the initial goal has been reached.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse varius enim in eros elementum tristique. Duis cursus, mi quis viverra ornare, eros dolor interdum nulla, ut commodo diam libero vitae erat. Aenean faucibus nibh et justo cursus id rutrum lorem imperdiet. Nunc ut sem vitae risus tristique posuere.
Player Attack combo system
The player can attack in 2 different ways :
- With 1 hand
- With 2 hands
Depending of how much hands the character puts on its weapon it has different animation.
For my character, I wanted to have something dynamic. I created a system of attack combo. The player has some attack animations that he can use. It actualy doesn't give the felling that the character does the same attack every time he casts an attack action.
I use a component that I called MeleeComponent. It is used to make this combo system. It iterate on the array of animations and it doesn't matter if the player attacks with 1 or 2 hands.
In case of the player tries to attack in the air, I also manage this case by verifying is the player is moveing on the ground.
I can reuse this component on different character only if it inherits of my APlayerCharacter class.
What about applying damages is concerne, I use sphere trace that begins and ends on the weapon sockets of my character.
After I make my sphere trace, I verify if somthing was hit. More precisely if a pawn is hit (referencing to my Enemies). If it is the case I am applying an amount of damage depending of how much hands the character handles its weapon.
Boss fight post process
To stage my boss fight i created a post process that will simulate a disintegration of the terrain to give a dramatic side.
The post process can follow an actor on the map like the player or can be put on a place and never move. I can also activate or deactive it when I want thanks to parameters i put in the material and also tweak values of disintegration.
Boss Behavior
I create an AI with a behavior tree to make my boss enemy. It has different possible behavior.
When the player is not detected, it will play its idle anim.
When the player is detected, it plays an roar animation. Then it will find the player location and it will start chasing him.
The boss can attack with 2 different ways depending of how close from the player it is.
If the boss is close enough, it has a normal attack with its hands or a big smash on the ground.
If it is futher away from the player, it will throw a rock.
The special attacks like the smash and the rock throwing have a cooldown. This skills can't be launch if they are in cooldown.
INTRODUCTION :
This project is a space escape prototype where I discover AI in C++ with Unreal Engine 5. All assets are picked from Epic Store except for the alien I call "Shirked" (the great ant alien) which has been created from scratch by an artist .GOAL :The player controls a scientist moving to a new planet in order to settle. When suddenly his ship is attacked by aliens and they make a breach inside the ship. They are entering in the ship and the player needs to get away from this situation.AI
BEHAVIOR :
There are 2 types of AI behavior.
1) We have the Lurker that will move randomly when the player is not detected. If the player is detected it will follow the player and explode if it is close enough to the player. If the player goes out of its sight it will return to its original status. The lurker can also follow a spline. Some lurkers have by default a spline that they follow. When the one who doesn't have a path sees the pathed ones it copies the path and follows it.
2) The Shirked will take a random location and go to this position. When the player is detected it will attack him and it will return to its original state when he is out of its vision.
TASKS I DID :
I have to make the level design.
Make and tweak AI to move and attack correctly with their animations.
Make the exit of the ship.
INTRODUCTION :
This project is a survival game fully coded in C++. I used Raylib like graphical library to launch the game and ImGUI to have a debugger interface. To code it, I used the ECS design pattern to simplify and have a flexible of my code. To combine with it, I also used the library EnTT.
GOAL OF THE GAME:
The player is lost on a procedurally generated island with a variety of biomes where he has to escape. To do that, he needs to collect ressources to craft a boat and exit the island. Some of the ressources are exclusively in certain biome or specific enemies. But the player has to manage his health, his thirst, his hunger and his stamina in case of encounter enemies. Therefore the player has an inventory with all the collected ressources with also the recipes of all possible crafts like a sword, an axe or a boat and so on. The enemies have a basic IA behavior : random move, follow player when detected and hit him if it is close enough.
INTRODUCTION :
This game is a horizontal mobile endless runner where the player plays a boat that has a grapple. Travel across vast expanse of water with Madeline in her boat, while fishing for marine life and ressources to make a variety of point-earning recipes.
GOAL OF THE GAME :
The player must collect ressources with the hook to make the recipes that appear on the right corner while avoiding traps on the surface of the water. If the player is touched by a trap, he loses a life. He has 3 lives before losing game.
INTRODUCTION:
This project was born in the framework of the Global Game Jam 2022, whose theme was duality. With a group of 4 people that included 2 programmers and 2 artists, we created this party game after a long brainstorming.
GAME CONCEPT :
It is a local multiplayer game where the player controls a multi-shaped ship that can fire different missiles depending on the shape. The goal of the game is to destroy the enemy by hitting them with the missiles opposite to the other player's shape while dodging the asteroids. When one player loses his 3 lives it's game over. The player can destroy the asteroids to hope to get a bonus.
MY TASKS :
- Spawn asteroids at a random position and surge from the top to the bottom
- Bonus effect (triple missile, large missile, shield)
- Level design- Implementation of sounds
GOAL OF THE GAME :
This game is a party game where the player has to fight against other players in local. The goal of the game is to have the highest score. To defeat others, the player has 4 elements that he can combine to make elemental combos that kill a player. The player can gain scores by touching players, killing them or by another action.
TASKS :
In this project, I had to create and configure a Perforce server on Ubuntu server machine to have a source control. I was also the project manager during the meetings to ensure the smooth running of the project. The Level design of the main menu was also a part of my job.
For the project, I made a Twitch integration to make the crowd playable by the streamer's viewers.
I was responsible to code the system to cast spells and their effects. All spells have differents functionalities.
My work in Traumarena team was also to implement some traps that are in the arena