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
THE ANCIENT'S CAVE
(Extended school project | Dec. 2015 - Jan. 2016)
Infiltration-Platformer | 1 player | PC
Engine: Unreal Engine 4
Solo project (Level Design, Programming)
After being taught scripting basics using Unreal Engine's blueprints, we had a first project to develop on our own. The guidelines were the following: having a button to press to open a door, having a "camera" going back and forth in front of this door that would trigger traps (in the form of moving lasers) in the following room, making so these traps would teleport the player back to the beginning, where the number of "deaths" had to be displayed, and finally having a button by the end of the room to disable the traps, with everything in the "level blueprint".
Considering we had time on our hands, I added two more "rooms" to the initial one. The first is a platforming sequence on floating, moving rocks, that collapsed some time after the player touched them. The second room is a short puzzle, asking the player to figure out the right path by paying attention to their surrounding (some statues would always look toward the player, and they would die if they tried to go in between those). Because of these deadly challenges, I also added a checkpoint system to the game.
Finally, I tried to make this level look nice by using assets from Infinity Blade, which can be found for free on Unreal's store.
Unfortunately, due to cloud synchronization issues, I lost almost all my work on this project and could not make a build or a video of it.