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
ONEIROS (Personal project | Nov. 2015 - June 2016)
Puzzle | 1 player | PC
Engine: Unity
Roles: Game & Level Designer, Producer
Awards: Microsoft Imagine Cup 2016 - 2nd place
Hits Playtime 2016 - Finalist
Pictanovo's "Challenge Jeunes Talents" - Finalist
A strange creature helps a child in her quest for saving a world in which emotions are vanishing. The player can gather and share emotions with the world's inhabitants to change their behavior, thus creating other emotions depending on what these creatures interact with.
This project was first created to enter the Imagine Cup contest, but our team of 4 students (3 Game Artists and 1 Game Designer, along with a supporting Composer) managed to build up a full 1-hour long demo (first release date: June 2016)!
We have been through many challenges with this project, most of them being from the contests we entered. First of all, the Imagine Cup was mostly about selling the game to a jury. Along with a full budget and communication plan, a big presentation was the biggest part of it, as it also asked us to explain things in a way non-gamers could find it interesting.
The Hits Playtime was both focused on the prototype and communication about the game. We thus experienced a long period during which we had to work on the game, maintain communication through our social media (devblog, Twitter, Facebook and Tumblr) and keep up with the school work.
Finally, the "Challenge Jeunes Talents" was a bit different, as I had to pitch the game to a full auditorium alone.
Oneiros also offered us many opportunities, such as our first time as exhibitors at a game show (Evry Games City 2). We encountered various indie game developers, along with people from the video game industry and from Microsoft.
I came up with Oneiros original idea when trying to imagine a game about an under-exploited theme: emotions. Working on the design of such a game quickly allowed me to understand why emotions are often nothing more than just a feature in a bigger game: everybody can interpret emotions in their own way. My design goal was then to create a system that could easily be understood and reach as many people as possible, while trying to keep it fun and simple. I also built about 20 of the final game's levels, and was responsible of most of the game's dialogues. Finally, I managed the whole team for about 8 months (and I happened to translate the demo to English during the last 3 months), while also dealing with our Twitter account and the devblog.
Two 3D-printed figurines of Oneiros' main character
[Download the game on itch.io]
(200+ downloads)
Teammates: Anaïs Jancenelle (Game Artist), Isabelle Lallemand (Game Designer), Adrien Poncet (Programmer)