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
MANHUNT AT NIGHT (School project | Dec. 2015 - Jan. 2016)
Infiltration (Concept) | 1 player | PC
Engine: Unreal Engine 4
Solo project (Game & Level Design)
With The Ancient's Cave, this was my first project using Unreal Engine. Back then, we had two teachers: one who focused on software handling and visual scripting, and another who was teaching about graphical aspects of the engine. Quickly, we have been tasked to create a level in which the player was supposed to follow an NPC without being noticed. The point of it was mostly to show that we could do something good-looking yet still quite optimised without being game artists. But because we were allowed to use free assets from Infinity Blade, making things look good was more a question of knowing how to put assets in the level and paying attention to details.
In my case, I actually built the level around some gameplay I came up with for the sake of this exercise. The player's avatar is a being that can turn into water at will, allowing it to shift through grids, to climb gutters and to merge with flowing water in order to move faster. Since I also wanted the player to follow their target by standing on roofs, I decided to make flat-roofs houses and put it into a medieval fortress due to the available assets. I also made it look like it happened at night, as I thought it was more appropriate considering the tailing objective.
I was quite satisfied with the result, even though I did not actually script the game I had in mind because it would have been irrelevant and focused on other projects once I was done with this one. However, it pushed me to make some researches about pathfinding and AI behaviour, to see if I could have actually put the NPC to tail in here.