In order to complete my education, I joined Gamabilis for a 6-month graduation internship, which was followed by a contract during the first weeks of 2019. This start-up focuses on "Games for Change", a type of serious games that pushes players to question their habits and the way they live, to initiate global changes toward a better future. However, since the company is still young and have to make a living, it also develops more traditional serious games following a business-to-business model.
In order to complete my education, I joined Gamabilis for a 6-month graduation internship, which was followed by a contract during the first weeks of 2019. This start-up focuses on "Games for Change", a type of serious games that pushes players to question their habits and the way they live, to initiate global changes toward a better future. However, since the company is still young and have to make a living, it also develops more traditional serious games following a business-to-business model.
Romain Trésarrieu
Game Designer
BARREL KNIGHT (School project | Feb. - March 2017)
Shortly after reaching an evil tower's top, an unlucky knight missed a step and ended up tumbling down the stairs, stuck in a barrel. In this atypical runner game, the player must jump over various traps, but also spin some special parts of the tower so his knight will not fall to its death.
Barrel Knight was created in two weeks by a team of 7 students from 3rd and 4th year, and was produced in partnership with OhBibi!! (a French mobile game development studio). The game was supposed to be played with only one hand, and our group had been told to do a platformer. The point of this exercise was to publish the game on the Google Play Store so we could collect and study data, and then make corrections according to these metrics.
We decided to go for a simple gameplay that all the team would quickly be familiar with, and added an original twist (the spinning mechanic), so we could deliver a first playable version by the end of the first week. Then, the next week was focused on polishing this core gameplay and add elements establishing the game's "meta-loop" (like currency, power-up, achievements...).
Platformer | 1 player | Mobile
Engine: Unity
Roles: Producer, Level Designer
Because of how much dedication my role as the Producer asked from me, this might be one of the projects in which I had the less impact on Game Design (though I mentored the 3rd year Game Designers, as I was the only one from 4th year). Most of my time was about keeping communication fluid between all team members and foreseeing the numerous problems we could come across, so I could help everybody to be more productive. I also had to manage the game's publishing. Aside from these, I was in charge of level design and tweaking. The big challenge here was that everything had to be built around a round tower and following spiral stairs, so placing and testing each element would take a lot of time. Thus we created special "prefabs" of these elements with the Programmer: their rotation in the world would depend on the tower itself, so I just had to change 2 values (height and rotation) for most of them.
[Download the game on itch.io]
(for Android devices)
Teammates:
Game Artists: Geoffrey Boulier (3th year), Alice Boudry (4th year), Cécile Auer (4th year)
Game Designers: Jean Auquier (3rd year), Théo Caselli (3rd year)
Game Programmer: Nicolas Laurent (4th year )