Canadian Traveller
This first game will serve as a prequel to the following ones, it announce the beginning of your adventure as an explorer in a totally new world, hidden until today. You will be immersed in a universe presenting two different dimensions, and conforming to opposite conditions (weather, environmental).
The development becomes more and more professional and in conforming to the needs of our studio, the objectives are being achieved and we continue to move forward in the creation and innovation of the game.
Frontal Offensive
In this cyberpunk style open-world, the importance of your choices and actions is fundamental to prevent or create a new war. Moreover, in this game which you play in TPS, we offer you a wide universe composed of worlds and kingdoms to defend or take. You can use your technological powers or your attack franchise to defend your interests in order to protect your world. Players are required to keep and monitor a scale on their territory and explore its secrets.
Another Light
After your epic journey into the world of Canadian Traveller, you will be launched on an adventure of a completely different story. This game focuses mainly on exploring worlds and learning. You play as a hero with no power or landmarks, but your only weapon is your survival character and knowledge.
The design and game design document are still to be done but for now our attention is focused only on the first two and the other projects.
Note: Following the creation of an account in any of our divisions, you will have access to all our content on the same and only account.
HellBlaze
Game with SQUAD4
This project was given during the winter 2019 session in Quebec (UQAC), we were 7 developers working on this project and it was properly completed and presented to our jury of teachers. HellBlaze is an RPG set in a “Heroic Fantasy” universe and places the player in a sinister and brutal atmosphere. The objective is to complete each level (with each one its own difficulty and game mode) and to achieve all the tasks you are given according to the difficulty of the game you choose.
To ensure the longevity and replayability of our game, we have developed a gameplay adapted to the player’s progression and skills. Thereby, a level system, tutorials, and Farm Zones have been developed in order to satisfy a greater number of players according to their style of playing games.
ERROR-418
ERROR-418 is a video game made during the Global Game Jam 2020 competition from January 31 to February 2, 2020, in which I participated as a programmer. The main goal of this game is to manage to repair the servers before they fail, and all this before the end of the allocated time. In this way, we offered a fun and dynamic gameplay, with the aim of easily focusing replayability by adding several levels, each one with a certain level of difficulty.
The theme of this Game Jam 2020 was repair. We were a team of 8 (mainly developers) and showed great organization of tasks and communication throughout this competition.
Four For Fort
WonderJam 2019
Four For Fort is a competitive game developed for the 2019 WonderJam which happened in Quebec (UQAC). It is a team cooperation game where you play as a small player and the goal is to complete the course as quickly as possible, and before the opposing team. It is therefore a multiplayer game in which the maximum number of players can go up to 4 (2vs2). The game includes many obstacles and the players will have to show intelligence and speed to finish the race.
The theme of the WonderJam was “the pressure” and it was up to us to interpret it the way we wanted. So we were a team of four 3rd year developers and spent the 48 hours of the competition developing this game. It is very fun to play especially with friends and it is a finished project.
REHAB
UQAC 2018
Rehab is a video game developed by several people for the fall 2018 semester during my studies. The goal was to develop a serious game dealing with a particular theme, and which aims to deliver an educational or emotional message to players. The theme attributed to our group was alcohol and we treated it mainly around an artificial intelligence.
Therefore, we made this game with a team of artists on Unreal Engine, and the objectives of each level were to prevent the artificial intelligence (a family dad) from drinking bottles of alcohol thanks to the elements of the environment that surrounds him.