Archives par mot-clé : PhysX Cloth

Blood

Tasks

  • Gameplay programming (Blueprint)
  • Destructibles (PhysX)
  • Team coordination
  • Cloth simulation (PhysX)
  • Decals

*Produced for the class Simulation de production – NAD UQAC*

The mandate was to create a « reboot » of a PC game of the ’90s. We got Blood (1997, Monolith Productions).

We reimagined Blood as a twin-stick shooter while trying to keep the essence of the original game and what made it unique. We focused on one of the weapons available to the player : dynamite.

Teammates :

  • Nicolas Vigneault-Gendron (Environment)
  • Philippe René (Environment)
  • Gabriel Fleury (Characters)
  • Gabriel Kelly (Animation)
  • Nicolas Beaulieu-Drolet (FX and Environment)
  • Maxime Vézina (Level design and additional programming)

Supervisor : Marc-André Houde

Music : Dominic Gendron

Sound Design : Guillaume Raymond & Gabriel Essiambre

Out of the Deep

Tasks

  • Gameplay programming (Blueprint)
  • Team coordination
  • Cloth simulation (Physx)

*Produced for the class Simulation de production – NAD UQAC*

The mandate was to produce a short chase sequence taking place in a world of our own.

« Out of the Deep is a student project produced by a team of 7 students from NAD in 6 weeks.
A young woman barely escapes the nest of a terrifying abyssal creature and is chased through a dangerous cave system, hoping to get to the surface alive. »

Teammates :

  • Nicolas Vigneault-Gendron (Environment)
  • Philippe René (Environment)
  • Marc-André Bouchard (Characters)
  • Patrick Ravary-Plante (Animation)
  • William Belley (FX)
  • Maxime Vézina (Level design, additional programming)

Supervisor : Marc-André Houde

Music : Dominic Gendron

Sound design : Guillaume Raymond