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