Suliac Blineau

Game Programmer

[WIP] Peak : glide & fight boss (Unity)

Peak is a glide game combining an arcade style racing and a boss fight. As a hunter, you have to chase gigantic corrupted monsters with your windsurf to extract their core and survive.

Important

As the project is ongoing, any information or document found on this page may not reflect the actual state of the game, and may be subject to change.

We are a team of 11 people :

– Game Designers : Malo Dalmier, Val Isautier,  Thomas Rodriguez
– 3D Artists : Lise Sourlier, Meghan Martin
– UX/UI Designer : Gaston Robert
– Programmer : Jordan Bas, Suliac Blineau, Valentin Legeay
– Sound Designer : Marc Enciso
– Producer : Victor Cottineau

MyNecraft : Minecraft-like (C++ & OpenGL)

MyNecraft is a Minecraft-like game. It’s a school project made to introduce physics, procedural generation and OpenGL. We had a base project and had to improve it.

On this project I worked on :

– Procedural generation of the map : Diamond-Square generation (in the last version of the project, it’s a Perlin noise based generation)

– Physics : Jump, move etc…

– Shaders : Outline, Shadows (with shadowmap), Gerstner waves, Water reflection, Round World, Texture application.

 

 

Sources : https://github.com/Suliac/MyNecraft

Dungeon Generator : Procedural generation (Unity)

Detail of a generated dungeon.

 

This project is a school project. The purpose is to generate a dungeon procedurally with like-shaped rooms : we need a start room, enemies rooms, a boss’s room, an ending room and the rooms of keys/bonus (Like in the Binding of Isaac).

The generated donjon is cut in several levels which require a key to reach it (recoverable in a room of key).

Inspired by the work of Calvin Ashmore (https://smartech.gatech.edu/bitstream/handle/18 53/16823/ashmore-thesis.pdf), we keep track of the intensity of our rooms to place key’s room where the tension is the higher.

We also generate procedurally the content of rooms by using a generative grammar to control a little bit the creation.

These rooms are cut in grid of 5×5 cells which can have the type : Empty, enemy, bonus or obstacle.

Finally all cells in front of doors are empty, so the player is not blocked when he/she enter in a new room. We also want that there is always a path to reach the next rooms.

The two big parts of my work are the generation of donjon and the contents of rooms.

 

detail of a generated room

 

 

Pattern Generator created in Unity

 

Sources : https://github.com/Suliac/DungeonGeneration

Cake Arena : multiplayer FPS (Unity & UNet)

Cake Arena is a multiplayer FPS online. You have to find weapons and ammos to kill other players. All the objects falls randomly from the sky. There are zombies that defend resources. You can run or fight but they kill you with only one hit. To find your way on the island, you have a minimap. The first player to reach 5 frags win the game !

This game was made with Unity and UNet (for the network communication).

I was alone on this project, it’s a school project. The main purpose of this project was to try the Unet and make one of my first game with network communication!

Here is a little trailer (in french) :

Here is a gameplay video :

Sources : https://github.com/Suliac/FPS_ENJMIN