My name is Boichard Gaëtan, I have a two-year technical degree in computing (BTS SIO) and a bachelor's degree in Game/Level Design. I have knowledge in Unity, Unreal Engine 4 and 5, Blender, C#, C++, HTML, CSS and PHP.
I wanna work in the video games industries as a Level or Game Designer.
Below, you can find my portfolio with my skills, experiences and my CV.
I created a game for my entry to Gamagora. I developed it alone on Unity with C# scripts and created the graphic assets on MagicaVoxel.
--- Description ---
This game is an endless 3D runner in a VaporWave style. The player can jump, drop, move from left to right relative to the ground. There are 8 different types of obstacles that appear randomly.
The longer the player plays, the faster the obstacles will come. The camera is sideways, slightly facing forward and down.
--- My work ---
This was my first Unity game, so I had to learn how to use this game engine. I also learned to program scripts in C# by following tutorials because I had never done them for a game.
I then found different types of obstacles to exploit the different mechanics of the player’s movement. After that I created the obstacles, the ground, the player on Magical Voxel, a software to make cubic 3D.
--- Conclusion ---
This project has been a good experience for me. It allowed me to master a second game engine, Unity in addition to Unreal Engine 4 that I had been using for a few years.
I always wanted to make video games. Unreal Engine 4 is the first professional game engine I used. After a few months of using it to download assets and scripts on the Store and a never-released project, I wanted to create a publiable game.
--- Description ---
This game is a 2D platformer in a pixelated style. The player can move and jump. The levels are only composed of a board, the player comes out of a door on the left and must reach the one on the right. Each level starts on the same basis as the previous one but adding a new obstacle.
--- My work ---
I worked on the design of the levels so that there is a progressive difficulty. The creation of obstacles (gear, slabs without collisions, etc...). Learn a blueprint for moving and displaying a menu. Create graphic assets in a pixelated style. I also learned about the publication of a game on Gamejolt.
--- Conclusion ---
This is the first game I created and published, so it was a rewarding experience. I also learned how to use Unreal Engine and, most importantly, how to complete a project.
I played a lot of Golf with your friends with my friends and by trying different courses created by the community I wanted to create mine. This course was created alone on the level editor integrated into the game.
--- Description and work ---
This minigolf course is composed of 7 holes with a forest decor with ruins from different eras. The holes have a growing difficulty and each use a different level design mechanics specific to the game.
I had to find fun designs and medium difficulty. I also staged a decor representing the style I wanted.
--- Conclusion ---
This was for me the first time that I worked on an editor inside a game. I also had the opportunity to put an article on the steam workshop.
I have always been a big fan of minecraft and especially of its creative freedom. The fact of being able to create any place by having to limit his imagination. It is a map that I realized alone.
--- Description and work ---
After watching a documentary about Machu Picchu, I wanted to make a map on the crest of a mountain. The crest follows a shape of ¾ of a circle with a steampunk-style airship in the centre. The city contains a dozen buildings such as a tower, a stable or dwellings in addition to numerous bridges, terrace at the edge of the summits, stairs descending along the cliff and obviously a secret passage.
I first started by finding a suitable place for this construction. Then I built the city in a medieval style and steampunk thinking to always show the impression of height when the player is on it.
--- Conclusion ---
This map allowed me to build what I wanted in one with a broad freedom of creation. In addition, the Map was well received, because it has been downloaded by more than 15,000 times and over 200 reviews.
I currently create a map for Left 4 Dead 2 with a lake in the woods and a cottage.
Date: 2021
Twisted Dungeon
A board game.
--- Context ---
This is a board game created with a team of 3 people during my year in Gamagora. This project aims to present the basics of Game Design and the creation of a game.
--- Description ---
Twisted Dungeon is a paper RPG for beginners with the particularity of being composed of 4 movable boards numbered, at the end of each turn, we must launch twice a dice 4 it is necessary to replace the 2 boards designated along with the pieces on it.
The boards have a form of webs, each giving access to different squares connected by paths. Some paths lead to the void and only become accessible by moving boards. You must pick up the 2 keys and then be the first to reach the exit to win the game.
--- My work ---
For this project I created the game board. It was something quite complex because each of the 4 parts of the boards must have the same number of boxes and paths. Also the paths sometimes had to give on nothing, sometimes connecting a path with another board. Each of the board parts are also double-sided, it can not turn during a game but when setting up the game to have many map combinations.
Along with the other team members I also drafted the rules of the game as well as the balancing of the characters. I worked alone on the design of the cards.
--- Conclusion ---
This project was a rewarding experience for me as it was the first time I worked on a board game, moreover with a team of 3 people.
Date: 2020
Type: board game
Team: 3 peoples
Geoscape
A serious game about Level Design.
--- Context ---
During my year at gamagora I had to create with a team of 4 peoples a «Serious game» on the theme to learn the level design to people who do not know what it is. This game was created on Unity.
--- Description ---
On a high view map divided into 3 zones, the player must place buildings in editing mode, then once the simulation is launched 10 of the 20 NPCs must explore all the buildings without returning to a previous zone to the one he explores. NPCs move from building to building following an algorithm that takes into account those who have already been visited, their attraction scores, distance and a bit of randomness.
--- My work ---
We first had to come up with a concept that was consistent with the theme. Once this was done, it was necessary to find the buildings and divide them into 2 categories: landmark (castle, lighthouse, etc.) and not landmark (sign, well, etc.) then assign an attractiveness score to each. Next it was necessary for each member of the team to imagine a map as well as the different zones, the place where spawn the NPCs and especially to find which and how many buildings can be laid.
--- Conclusion ---
With this project I learned the concept of a serious game, the creation of a game is not only intended to have fun but also to learn. It was my first project with a team.
Date: 2020
Type: Serious Games
Team: 3 peoples
Screen city
A city creator
--- Context ---
This project was commissioned by a professional in the field of architecture. This is a game created with a dozen of other people, 2 programmers, 5 graphic designers and 5 Level/Game Designer.
--- Description ---
This project is a sandbox game in which the player can pose different types of objects that can be moved, rotated and scaled. They are divided into 3 main categories. Simple shapes such as cubes or props. Interactive elements such as screens in which he can change the display or sound effects. And streams like the population or birds. The player can move around in a free camera to explore the city.
--- My work ---
On this project I worked with another Game Designer on what the player can pose and modify and on the interface as well as its interaction with the world. We had to decide what the player could pose, create 3 categories, available shapes and streams. Also what the player could change in the world (time, weather, etc.) or on the selected object (textures, size, ...). But also the way to display everything for that is intuitive and clean.
--- Conclusion ---
CThis project allowed me to increase my skills in a field I had never had the opportunity to work on before. In addition to Game and Level Design I worked on the interface.
Date: 2020
Type: Sandbox
Team: 12 peoples
A little story
A little narrative platformer.
--- Context ---
This game was created during my free-time alone on Unity for teaching me the creation of a 2D game in this game engine. I realised for myself in addition of Level Design, the drawings and the scripts.
--- Description ---
This game is a 2D platformer where we play Luna. The game begins with a dialog with a stranger, she must next explore the level while avoiding traps, actionning levers, collecting parts of messages and dialoguing with other characters to understand who is she.
The level is composed of 3 parts interspersed with small phases where we collect an object useful for the story.
--- My work ---
This game was only realized by me. I have worked in all areas. First, the Game Design,each phase that intersects introduces a new mechanical used for the continuation of the level. Secondly, the Narrative Design by writing dialogues and messages. Next, the Level design by creating a tutorial of moving in the first part, then introducing the mechanics little by little and using them in a more complex way. Then, scripts that allow to display the dialogs, operate the levers, etc. And the infographic by creating and animating the characters as well as the assets.
--- Conclusion ---
A little Story allowed me to learn how to create a 2D game on Unity as well as improve myself by working on differents domains.
This game is a year-end project during my Level Design DU at Gamagora for the Gamagora Game Show. About twenty projects were presented by the students of the different courses. After three selections, three projects were selected in which we divided ourselves. In this game, the team is composed of 20 members, there are 6 graphic designers, 6 programmers, 3 sound designers and finally 5 Game/Level Designer of which I am part. The game is developed in a duration of 3 months in Unity.
--- Description ---
Neo Tokyo is a cyberpunk city in the 2100s dominated by the company Cybone that sells air. Uni, a half-human half-robot android wakes up in the shallows without knowing who she is with, a drone and a piece of message as her only companion. In this futuristic city in which the skyscrapers are sometimes several kilometers high. She wants to climb to the top of the biggest tower, that of Cybone, to be able to breathe pure air and not the one polluted of overcrowded shallows.
This game is a 2.5D platform with puzzle phases composed of 9 levels distributed in 3 worlds. The levels are horizontal and vertical, you have to go right while climbing. To do this, Uni can not jump but can use its grapple to climb, swing and interact with her environment if it is not at fingertips.
--- My work ---
My work has been divided into three major tasks.
First the Game design, it was necessary to find metrics and mechanics for the movement of Uni, that it be fun with an easy grip but a renewal of the mechanics to avoid boredom. It was also necessary to think of the mechanics usable during the puzzles as well as unique mechanics that differentiate the 3 worlds between them.
Secondly, the Narrative Design, we thought about what can be the history of Uni, its past, its reasons, the role of the Cybone company in this city and for this girl. But also how to place its elements in the story, through dialogues with NPCs, pieces of paper to retrieve and assemble together to form a code.
Finally (the biggest part) the Level Design, each level was created by at least 2 people alternating phases of platforms, puzzles and speed. It was also necessary to succeed in showing the impression of height through the levels.
--- Conclusion ---
This game is the biggest project I’ve ever worked on. He taught me to work with a large team with diverse skills on a multi-month project. It is for me the most rewarding game, I had the opportunity to work on a project with a team equivalent to that of an independent studio.
For an exercise, I had to realize a portion of an uncharted-like game in the theme of the grec civilization
Date: 2021
Type: Exploration
Game Engine: Unreal Engine 4
Flat
Realize a playable level from a picture
In this level, the player needs to find the ladders to climb to the next floor
Date: 2020
Type: Enigme
Game Engine: Unreal Engine 4
Project Hoyra
An action-adventure game in a colorfull environment
A linear “Action-Adventure” game with a strong narrative appeal in a fantasy world in which an old cataclysmic event gave way to a new wild era. In this new world, manipulators of elements from extinct civilizations try to restore the past facts while a mysterious threat looms, which could mean the arrival of a new fatal cataclysm to this world. A young hero from an extinct civilization among others tries to patch the puzzle. Accompanied by a mysterious partner, he will discover that he may not be the last of his lineage.