Jam Nation 2.04 / Game Jam Montréal joue - 4, 3, 2, 1, Breakout!
My Roles: Game Designer, Programmer
For too long, you’ve been cooped up in this prison. But as of late, you and three other inmates have begun devising a plan… A new warden is taking over the prison, and it’s the perfect time for you all to escape. His first day on the job will be your last day of incarceration! All you need to do is find the right tools to get out...
But be warned, with each escape, the warden will tighten security. You’ll have to plan accordingly to make sure that you can all make it out, and that’s going to take some planning and communication...
4, 3, 2, 1, Breakout! is a 2 or 4 person hybrid game (played with a computer and physical game board) about 4 prisoners breaking out of prison, 1 at a time. The catch? The one escaping is the only one that can't see the map! It's up to the escapee's fellow convicts to help them navigate their way through the dangerous prison, find a key item, and get out of the matching escape route. With every round, a new player must take their turn in the hotseat, dealing with the situation the previous players have left for them.
The game was created as part of Jam Nation 2018's fourth event, done in collaboration with the Game Jam Montréal joue (presented by Square Enix). The theme of this jam was “First / Last” and the constraints were “Hybrid” (the game must have both digital and physical components) and “Legacy” (some aspect of the game can be persistently modified by a player’s interaction with the game, such that their interactions with the game will have an impact on future play sessions).
I acted as a game designer and programmer for the game. The project was completed with Léandre Bolduc, Anthony Cousineau, Alexandre Gagné, Alexis Morin, and Roxane Morin.
Jam Nation 2.03 / Global Game Jam 2019 - Home is Where the hoard is
My Roles: Programmer
Slap silly slimes slithering stealthily in your serpentine sanctuary to save your sacred stores of shinies!
As a dragon, it's only natural that you would have a hoard of treasure and a captive princess. It's what makes a dragon's lair a true home! But the citizens and soldiers of the slime kingdom took exception to your interior design choices, and are coming to take your precious things away! Keep the slimes at bay with your fearsome claws for as long as you can and show them the sort of devastation a dragon can do when they're protecting their home!
Notably, this was my first ever attempt to program for VR (we used Occulus Rift), with apsolutely no prior experience or familiarity with developing for any VR system.
I acted as the lead programmer for the game. The project was completed with Léandre Bolduc, Anthony Cousineau, Alexandre Gagné, Alexis Morin, and Roxane Morin.
Jam Nation 2.02 Unity - To [ERROR] is [!HUMAN]
My Roles: Narrative Designer, Programmer
Gauge your empathy with our patented verbal-command triggered empathy test. Remember: there are only two possible answers. THERE ARE NO OTHER SOLUTIONS.
To [ERROR] is [!HUMAN] (not human, for the non-programmers out there) is a narrative puzzle game you play entirely with your voice. You are a test subject meant to try to emulate human behaviour. You demonstrate this by replying to a series of moral dilemmas. However, computers are not the best at understanding the nuances involved in these sorts of questions. Perhaps there are more than just two solutions to these problems?
The game was created as part of Jam Nation 2018's second event, sponsored by Unity Technologies. The theme of this jam was “Diversity/Non-Human” and the constraints were “Built in Unity” and “Single Input”. We placed first for Innovation, Experience, and Constraint.
I acted as the narrative designer and supporting programmer for the game. The project was completed with Léandre Bolduc, Anthony Cousineau, Alexandre Gagné, Alexis Morin, and Roxane Morin.
Jam Nation 2.01 iThrive - You Must be fun at parties
My Roles: Game Designer, Programmer
Being the life of the party isn't easy...
A serious game about social anxiety. The sensation that nothing you do is right. The dread of speaking to others. The perception that everyone hates you and wishes you weren't there... This game is about simulating those feelings for others to understand, and offering a message of hope to those that might be experiencing them.
The game was created as part of Jam Nation 2018's first event, sponsored by iThrive Games. For 2 days, teams grouped up and made games based on the theme of mental health and the challenge “wordless”. We won the award for “Best Art”.
I acted as a systems designer and programmer for the game. The project was completed with Léandre Bolduc, Anthony Cousineau, Alexandre Gagné, Alexis Morin, and Roxane Morin.
Ludum Dare 42 - Bunny Flood
My Roles: Lead Artist
You have angered the Great Lunar Rabbit, and now they have decided to curse you with a great flood! Quickly, you must build your town up to the moon so that you might plead your case to the god before your people are wiped out!
Bunny Flood is a time-trial tycoon where the player must accumulate resources and build buildings in order to ascend faster than the oncoming flood, but be warned, costs rise as you build higher and higher!
I acted as the lead artist for the game. The project was completed with Julien Lafontaine, Xavier Nolet, and Caroline Prenoveau.
Global Game Jam 2018 - Llamaladie: Spitpocalypse
My Roles: Game Designer, Lead Programmer
In the year 20XX, a brand new highly contagious super virus has emerged: Llamalaria. Llamalaria is caused by a virus that is spread by direct contact with phlegm or saliva of a carrier. Symptoms of Llamalaria include: a neurological condition that impairs the subject's movement, an abundance of nasal secretions, an urge to spread the infection by spitting and coughing on them and a physical transformation of the subject's head into a llama's head to ensure more spitting power and accuracy.
Resistance is futile.
It will find you...
And it will spit on you.
I acted as a programmer for the game. The project was completed with Annie-Claude Leblanc, Léandre W. Bolduc, Joeson Yu, Elie Henriques, Isabelle Chamois, Anthony Cousineau, and Carlyne Poizeau.
Jam Nation Casino Montreal 2017 - On a Knight's Edge
My Roles: Game Designer, Lead Programmer
Well done heroes! The villain is slain and your backpack is full of loot. But the adventure is not yet done! Now, you must buckle up and make your way back to town safely! Be wary: the way home isn’t safe for just one hero. You’ll have to work together to navigate this perilous passage! Cooperate with your comrade and make your way back up through the ravine via a series of devious puzzles, all the while racing against a rising tide of certain death! Keep your wits about you, heroes. Your survival is balanced… On a knight’s edge!
I acted as mechanics designer and lead programmer for the game. The project was completed with Marin Combot, Anthony Cousineau, Annie-Claude Leblanc, Alexis Morin, and Meng Ting Ma.
Jam Nation Camp Papillon 2017 - Homebound Hero
My Roles: Game Designer, Lead Programmer, Artist, Animator
Hogmen are attacking! The city needs Punchman to come to the rescue! Of course, it would be easy, if it weren't for one small detail: your wife doesn't know about your secret identity, and you're supposed to be spending time with her right now. In this simple beat 'em up, rush around the city beating up the hogmen before they cause too much trouble, but be sure not to neglect your spouse, otherwise she might get suspicious!
I acted as mechanics designer, lead programmer, character and menu artist/animator, and asset integration lead for the game. The project was completed with Étienne Brunel-Leclerc, Olivier Chrun, and Marin Combot, as well as with the help of Vibe Avenue for the audio.
itch.io Game Page (Playable in Browser)
Jam Nation Comiccon 2017 - You Must Be This Tall To Ride
My Roles: Game Designer, Lead Programmer, Artist, QA Tester
It's not fair! Adults get to do what they want. Two kids want to ride the roller coaster and will do what it takes to be tall enough to ride!
Players must work together to succeed. With one kid walking and one kid balancing, a crash to the floor is an accident away!
I acted as mechanics designer, lead programmer, and asset integration lead for the game, and helped out with some of the illustrations. The project was completed with Simon-Albert Boudreault, Étienne Brunel-Leclerc, Olivier Chrun, Marin Combot, and Anthony Cousineau, as well as with the help of Vibe Avenue for the audio.
Game Jam Battle 2017 - Au Fils Des Lumières: Low Expectations, High Delivery
My Roles: Game Designer, Programmer, Integration Specialist, Project Repository Specialist
Our favourite mayor has found himself without workers just as he's about to light up the Jacques Cartier bridge for Montreal's 375th anniversary! Taken by surprise, he takes matters into his own hands. All Denis needs to do is connect the generators to the lights, but that's easier said than done.
The game was created as part of Game Jam Battle 2017 hosted by Printemps Numérique. For 2 days, teams grouped up and made games based on the theme "Montreal's 375th anniversary".
I contributed to the design, coding, and integration of the game. The project was completed with Annie-Claude Leblanc, Nicolas Mornard, Mathieu St-Gelais, and Nikola Viel.
Additionally, our game won the award for best game at the competition.
Global Game Jam 2017 - Wizardball League
My Roles: Game Designer, Lead Artist
In a quiet old tavern, powerful wizards fromacross the land come together to see who is the greatest magic user in the land. They do so using an ancient form of magical tradition: Wizardball.
Wizardball League is a 2-player competitive foosball game with a twist. Players control an assortment of runes that they use to attract and repulse the orb in order to score on one another.
The game was created as part of Global Game Jam 2017, a 2 day "hackathon" where groups of people team up and create video games based on a theme. For 2017, the theme was "Wave".
I contributed to game design, UI design, art design, as well as asset creation. The project was completed with Francis Ruel, Corentin Jouet, Tony Doan, and Christopher Setien.
Global Game Jam 2015 - LiftOff
My Roles: Game Designer, Artist
LiftOff is a 2D adventure / survival game where players must explore the universe to locate resources and supplies in order to survive. Players can gather resources and construct space-craft of varying quality in order to explore a procedurally generated universe. Players must manage their oxygen, comfort, fuel, and armour levels in order to survive. Running out of oxygen is fatal.
The game was created as part of Global Game Jam 2015, a 2 day "hackathon" where groups of people team up and create video games based on a theme. For 2015, the theme was "What do we do now?".
I contributed to game design, UI design, art design, as well as asset creation. The project was completed with Ryan Bottriell, Andrew Brough, Bethany Dunfield, and Zara Tooth.
Global Game Jam 2013 - Cadence
My Roles: Game Designer, Artist
Cadence is a path finding game where players must reach the objective before their heartbeat dies. In order to win, players must fill their heart meter by collecting heartbeats from level to level. You must follow a path by gauging the strength of your light. Paths are generated at random, so you will never play the same path twice.
The game was created as part of Global Game Jam 2013, a 2 day "hackathon" where groups of people team up and create video games based on a theme. For 2013, the theme was "heartbeat".
I acted as art director for the game, and made most of the in-game art assets. I also contributed to game design, UI design, and sound design. The project was completed with Andrew Brough, Bethany Dunfield, and Brandon Telford.
Play Cadence - Works best on Google Chrome