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
DEMENTIA (Extended school project | Feb. - June 2016)
Do you believe in soulmates? This is the question our protagonist wishes to answer, by wandering its tormented conscience. How will you interpret what he sees? Which choice will you make?
Narrative | 1 player | PC
Engine: Unreal Engine 4
Roles: Level Designer, Programmer
This is a level design project created for one of our teacher’s project, Dementia. He gave us a few interactive elements, and our job was to build a level that would tell a story by itself and whose goal was “to reach a boat at the end”.
We have initially been two students to work on this project, but we only did the global storyline and some draft parts of levels together because my teammate’s bad health would not allow him to work at some point. Thus I ended up building the whole 30 minutes-long final version of the level by myself during the first week of my summer holidays.
This last version make the player go through 3 different environments, which seems like being in a dream: a strange all-white district, a dark and creepy street and a flowery plain. Each of these places have been built to depict how the character perceives different possible relationships. Even the way he can interact (if it is very frustrating, surprisingly easy, repetitive, and such) or the way he can explore each zone depends on the feeling it was supposed to convey. A few texts follows the player’s progression, providing hints about the global meaning, but it is up to them to interpret this story.
Teammate: Guillaume Cremese (Game Designer, Translator)