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    Working on Star Wars Battlefront II

    It’s been more than a year than I’m working on the next Star Wars game. It’s a very big game – set across all trilogies, with single-player campaign, split screen co-op, multiplayer battles and space battles! My goal is to lead the Criterion Design team in collaboration with DICE, Motive and Lucasfilm. This involves: Craft and […]

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    How I ended up on stage at the EADC to talk about rapid prototyping

    Back in April 2014, I was selected to go to the EADC (like GDC but for EA internal only) in the office of Electronics Arts in Redwood shores and did a talk about how rapid prototpying using my horrible romantic french accent. You can watch it here ! The thing is that it mostly happened by accident! […]

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    Be creative to test your ideas

    Being creative is about being wrong: how many times you had a great idea and it didn’t work out? This is just part of the creative process – a big mess that you just need to embrace. The problem is that is is tiring and expensive. Designers shouldn’t just throw ideas – everyone can do […]

So You Want to Be an Indie Game Developer?

Guardian Gamesblog Indie Social 2012

So I went to the Guardian Gamesblog Indie Social event in order to meet some indie developers and play some cool games. The event was in London at the BAFTA building (that’s right!) last Saturday. For some reason, this indie event was sponsored by Capcom’s Resident Evil Operation Raccoon City, one the best indie game of the year!

It was a good opportunity to meet some indie developers and discover the truth behind the indie dream. Most indie developers told me that they spent as much time on their game as on the promotion of it : “you need to take at least three months just to promote a game and do nothing else but talking about your game“. I remembered that promoting Blork took a month and it was just about sending emails to many websites all around the world. The problem is to convince journalists to take time to write an article about “a small game made by students” instead of spending time on an article about a much more anticipating title. That’s why “indies” spend most of their time going to events, meeting other indie meeting people, giving cards and even free copies: you just need to get a community around your games. Alistair Aitcheson (creator of Greedy Bankers) was telling me that “making the game is the easy part”.

One way to compete is the birth of many platforms only for indie games like IndieCity. You can discover many Indies games that you’ve never heard of because “you haven’t seen them on Steam”. Beside all the benefits that it presents for indie developers, IndieCity seems really young and by that I mean unfinished: some obvious features are missing (social interactions) and the fact that you need to buy your game outside of the client seems really weird. However, the project is only at its beginning so we can expect more improvements in the future.

Some really cool games were presented. One of my favourite was “Greedy Bankers VS, The World”. This simple puzzle game (quite similar to Columns) is also available on iPhone but you should play it on iPad for its multiplayer mode. Two players compete on the same screen and can steal each others diamonds: the game actually pushes to steal by rewarding you with more bonuses. It might not be the most original indie title, but indie games don’t need to always be about “experimental gameplay”: it’s simple and really fun.

In the end, the real question was money. Unfortunately, all of them told me that they“were lucky for the money part”. Some of them are living at their parents place; some of them just got a lot of savings. I guess there is no miracle for that, but the best advice that I heard was to get a job and work on your games during your free time. Before leaving, Alistair showed me two pills: a blue one and a red one. I took the red one because “I want to know what reality is” : Alistair called it “starvation”. Hopefully, Capcom was paying for the drinks and the food : that’s their way of supporting indie games!

Asobo Studio : Designer

In 2010, I had the opportunity to work at Asobo Studio as a Level Designer on the pre-production of « Disney Pixar’s Rush », a 3D platformer only for Kinect in which player can live all their favorite moments of the Pixar movies.
At that time, I was the only Level Designer in a team composed of several level builders.

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Super Mario World : the lost level

While updating my portfolio, I found this Super Mario World level that I did a couple years ago. I remembered that I wanted to do something different and original, so I designed this level with several loops. Also, in order to finish the level, Mario needs to find the trampoline (in the game, it’s called “Jumping Board”), bring it back to the goal and used it.

It takes nearly two minutes to complete the level : it’s simple but effective ! I used the level editor Lunar Magic (more info on http://fusoya.eludevisibility.org/lm ).

A la machine – Part 1

These days, making video games seems to be all about zombies, extra hours, annoying DRM, evil second hand game shops, lay offs and Call of Duty. So let’s get away from all of this and take some nice rest. This is the first episode of a new web series called “A la machine”, directed by Julie Rohart. It’s a story about a young man has a crush on a girl he meets in a laundromat. It’s simple and it’s fun, and at least, you don’t need to pay each week as it’s free to watch.

And yeah, it’s my sister, but I don’t see the point.