HARDSPACE : SHIPBREAKER

EVA Stadium / After-H

XTREM DERBY – CONCEPT

XTREM DERBY DEMOLITION is a mobile game concept made during my last year at ICAN. The teacher asked us to make a very complete presentation of an interesting game concept of our own. We decided to create a game about destruction derby with simple but nervous mechanics.

To fit with mobile games constraints, we decided to use simple mechanics to move the car in the arena. The player is allowed to play as much as he/she wants but his/her progression is slowed down by a car upgrade mechanic that require real time or real money.

Team:
Morgane ABECASSIS – Apollinaire BEHRA LE CAM – Alan CAILLEREZ – Jean DESBEAUX – Clément NOWACKI

STYX – LEVEL DESIGN CONCEPT

Styx is a stealth video game made by Cyanide Studios. The main character, Styx, is a green goblin who masters stealth and discreet robbery. He is also addicted to a drug named « amber ».
The following work was made for my level design classes during my bachelor at I.C.A.N., Paris.

This level was built with Unreal Engine 4.

STORY – BACKGROUND OF THE MAP

Styx is running out of Amber and hears of an Amber Bank where astronomical quantities of the precious liquid would be stored. After finding the position, he decides to rob it.

This level includes one main mission (steal the amber stock of the bank) and one secondary objective (eat all the contents of the buffet in the offices)

CONCEPTION

Yellow lights : main path for the player
White lights : secondary paths for the player
Blue lights : secondary objective zone
Red lights : « You almost finished the level keep it up » incentive
The player starts at the bottom of the screen.

The level was created with several layout of height to offer many ways to inflitrate the bank.

Pictures 1 & 2 : Entry hall, the player can walk on the ground or on the chandeliers.
Picture 3 : The player is hidding under the archives section of the bank
. He/she can now obserse the gard’s routine.
(Click on a picture to enlarge it)

REFERENCES

I tried to convey a certain idea of wealth. I looked at french castles like le Louvre or les Invalides in Paris, France, which have long galleries with high ceilings, large corridors richly decorated with paintings, statues and a few big chandeliers.

BWOK

Role : Game design & Game art
Duration : ~4 months, as a student project
Engine : Unity
Skills :
• Creation of easy-to-understand game items
• Creation of a fun universe to play with
• Team working

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BWOK is a sandbox game where you play as the kind astronaut farmer who raises a bunch of beaked scoundrels.

Chickens have differents elemental states (frozen, in fire etc.) that they can transmit to their peers and some environmental items, such as the player precious but very delicate corn field. Unconscious and insensitive to the consequences of their actions, these cute gallinaceans tends to create a monstruous chaos!

A gameplay video made by a player/youtuber while discovering BWOK (in French):


BWOK is also the basis of another project named « BWOK BALL« . The core gameplay remains the same but some tweaks were applied to turn a low-pace sandbox into a frenetic 2v2 couch game !

Every player has to find specific chickens to score a maximum amount of points by throwing them into goals. The time is limited, and each team can steal their opponents high-score-bwok!


BWOK and BWOKBALL were also made by:

Fabien CALENDIER
Game design

Julien LIAUZUN
Programming

Aurélien RITA
Programming

Jérémie TORDJMAN
Sound design

GONZ

Role : Game design & game art
Duration : ~ 4 months, as a student project
Engine : Unity

Skills :
• Interactivity between the differents states of every characters
• Design of child-friendly universe with a dark plot
• Team working
• Learned how 3D games work

GONZ is a mass-murder simulator for children.

It’s a sand box / god game made during my 2nd year at ICAN. You incarnate a bored god who decided to have to some fun by sending deadly weapons to its own creations to see them kill each other.


GONZ was also made by:

Sofiane BEN EMBARECK
Game Art

Vincent POPELIN
Game Design

Julien LIAUZUN
Programming

MON

Role : Graphism, design, code
Duration : ~1 week
Engine : Construct 2

Skills : • Create a short but engaging story line
• Create several colourful assets using only 4 colors
• Work on a game that is not mechanic-based

MON is a really short story about a guy who loves a girl a way too much. Oh, and there is a monster.

MON is a visual novel I made for a Game Boy jam. The screen resolution is limited to 160 x 144 px and I used only 4 colors for the graphics.
Instead of the green-ish color palette of the Game Boy, I chose to challenge myself with something more colorfull: red, yellow, pink and blue!

OHM II

Role : Design, graphics, code
Duration : ~2 weeks
Engine : Construct 2

Skills : • Renew a game I made one year before, Ohm I
• Create colourful assets with only 4 colors
• Level design inspired by metroidvanias

In OHM II, you play as Ohm, a robotic monk, a concentrate of technology and spirituality, sent to defeat the body and soul of Cyber-Buddha.

OHM II is a platformer / metroidvania i made for a Game Boy jam. The screen resolution is limited to 160 x 144 px and I used only 4 colors for the graphics.
Instead of the green-ish color palette of the GB, I chose to challenge myself with something more colorfull: two tones of blue and two tones of orange!

SHOPPING D


Role : VFX
Duration : 48h
Skills : • Make everything as blue and purple as possible
• Nice smoke effect for the trolley
• Create a main menu scene that reflect the spirit of the game

2020, the COVID-19 transformed shopping into a death race.
Take your extinguisher propelled trolley and drift through the mall to gather items before being infected by the virus!

In Shopping D, the player is making his/her shopping in a limited time, right before the start of a lockdown. The goal is to collect every items to pass a stage and score a maximum of points!


SHOPPING D was also made by:

Christopher Michiels // Sylvain Frappez // Pierrick Charbonnier // Quentin Kosinski
With the help of Élise Rosati