Antoine Côté-L'Écuyer

Dark Breach

Dark Breach demo

— PROJECT NAME

Dark Breach


— ROLE

Gameplay programmer


— DATE AND AFFILIATION

November 2021,

UQAT

VR horror game in which the player needs to navigate through a procedurally generated laboratory. Monsters lurking in the dark can be killed by using a UV flashlight, at the cost of much energy. The player has to manage the energy of the flashlight or die at the hands of the monsters.

What I worked on

Character movements, enemy behavior, flashlight mechanics, VR integration and PC port.

What I learned

Sometimes when you want to go fast and take shortcuts, it actually complicates things. I would have saved time and effort on the flashlight recharging mechanics if I had taken the proper way, even though in the end it works as intended.


Likewise, the use of Unity’s hinges coupled with the procedural generation was inadequate to open doors, because Unity’s hinges need to have a static location, so I had to program them to open when the player gets in range instead.

Puppet Master

Puppet Master demo

— PROJECT NAME

Puppet master


— ROLE

Artist,

Integrator


— DATE AND AFFILIATION

January 2021,

College of Maisonneuve

Roguelite game in which the player travels between areas until he is inevitably defeated.

The theme of the game was Rebellion, and we decided to create a scenario where a the player would escape its daily chores until time catches up to them. We decided to use a puppet and puppeteer along with the strings of fate as an analogy for our gameplay.

What I worked on

Render pipelines to make 2.5D work in unity, shaders to add shadows to the sprites,

all character spritesheets, their assembly and animations and a few props, character prefabs setup and isometric placement of the layout.

What I learned

Use of Render pipelines in Unity to create a 2.5D game, using a 3D world and 2D sprites.