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
PETER'S SONG (Personal project | June 2014)
Puzzle | 1 player | PC
Engine: RPG Maker VX Ace
Roles: Game & Puzzle Designer, Scenarist
In this puzzle game, the player makes their way through an old mansion to hunt down the criminal known as "Peter Bang". But this is not your average creepy manor: here, the rooms' layout and atmosphere depends on the music that plays in the background, and interactions are done by playing specific sound effects. The player then has to collect and play the proper audio elements to progress and discover the tragic story behind this manhunt.
Peter's Song was created in a month for the Indie Game Maker Contest 2014 with another classmate. I wanted to make a game that would point out how important music and sound effects can be in a video game.
We decided to make the game on RPG Maker because we had barely any programming skills at the time, and we were both used to this software. This drastically restricted the game mechanics options though, so I tried my best to keep it fun with the little we had.
As the game should not be longer than an hour long for the contest, I also wanted to focus on creating clever puzzles that would leave a good impression. This had a little impact on the game's beginning that can be a bit tough, though. But the biggest challenge regarding the puzzle design was that I wanted them to make sense regarding the game's scenario, so I constructed them around key elements. Peter's Song must have been one of the most story-based project I had worked on during my studies.
Teammate : Adrien Poncet (Level Design & Scripting)