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
FPSTG (Personal project | June 2017)
Twin stick | 1 player | PC
Engine: Unity
Solo project (Game Design, Programming)
Behind the cryptic name FPSTG lies an easy-to-play twin-stick game. Use your different weapons to defeat the waves of enemies rushing toward you, but be careful! You can only use each weapon for a limited number of strikes, so you will have to make the most of them to slay as many enemies as you can and get the highest score!
As I had a few free days between the beginning of holidays and the beginning of my internship, I decided to make a short game for my brother's birthday. The goal was to kill two birds in one stone, by offering him a truly personal present while improving my programming skills. Since he was fond of twin-stick games like The Binding of Isaac and also spent a lot of time on Minecraft, I tried merging the two of them into a single game in which you would have to kill as many enemies as possible with use-limited weapons while also discovering how to craft and improve them.
However, I spent too much time designing the game and programming a clean weapon-switching system. In the end, I ran out of time and could not put anything regarding the crafting system, even though everything was ready on the paper. Since I also made this project to learn to stop working on something even if it is imperfect, there is a lot of elements (such as weapons, feedbacks, enemies, even a basic scenario that would explain the title) I also had to cut down. I ultimately turned the project into a mini-game displaying parts of a game key when a specific score was reached.
There is at least one goal I reached with this project: my brother enjoyed the game enough to get a better score than my personal best.