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
FIR3WALL (School project | Sept. 2015 - Jan. 2016)
Tower Defense | 1 VS 1 | PC
Engine: Unity
Roles: Game & AI Designer, Programmer
Among the first lessons we had at the beginning of our third year at school, we learned about using Unity and were taught C# basics. From this point, the goal was to apply what we had just learned by making an atypical Tower Defense game, thus combining programming with our game design knowledge.
With 3 other Game Designers, we conceived FIR3WALL, a 1 VS 1 Tower Defense set in the hacking world. Each player has their own “database” to protect from viruses and can buy anti-viruses of different shapes to get rid of these enemies. However, players share the same grid with limited space. They have to make the most of their anti-viruses, that can increase each other’s power if their edges connect, but they also have to find how to block their opponents while still managing the income they have.
My role as a programmer on this project was to code the viruses’ behaviour: some of them can spawn several smaller enemies, some had a behaviour depending on their current health points, and such. This role was only logical since I had also been the one in charge of the viruses’ design and balancing. However, we did not playtest our game enough, which often ended by having way too many enemies on screen to understand their behaviour. Even though, the chaos from this never-ending swarm was what made the game fun to play and allowed players to focus on the way they would set their towers more than how to deal with enemies. Finally, I was also the one who prepared the tutorial screens.
Teammates: Isabelle Lallemand (Game Designer, Programmer), Anton Salikhov (Game Designer, Programmer), Robin Peixoto (Game Designer)