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.


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

Unnecessary Evil : puzzle game (Unity) – Ludum Dare 43

Theme : Sacrifice must be made.

Sacrifice your friends to move forwards!

In each level, guide the characters towards the exit. Some can die on the way, but as long as the leader (Glark) reaches the exit, you can access the next level. But be careful, if you decide to go to the next level, any character who didn’t enter the exit will be left behind.

Alternate control between five characters in this puzzle-platformer. Choose wich character to sacrifice to overcome the obstacles in your way!

This game was made in 72h with Unity for the LudumDare 43.

My tasks were :
– Participation in game conceptualization
– Gameplay programming: player interactions, manage the end of levels and load next level, UI/Menu…
– Sound integration: integrate the work of our sound designer.

We were a team of 5 people :

– Game Designer : Eva Abollivier
– Artist : Emmanuel Boureau
– Programmers : Suliac Blineau, Alfred Brisac
– Sound Designer : Korantin Marchand

Download the game :

Project Deus : MMO Hack’n slash (C++ / C# / Unity)

Project Deus is an hack’n slash/rogue-like game you can play with several dozens of players. It’s one of the most complex game I worked on.

The game is a classic hack’n slash (like Diablo, Path of Exile…) : you see your character from the top, have to click to move and press keys to launch spells.

Each new game, you are put in a room and have to kill all the monsters. When you clear the level, you are teleported in a new one harder and so on. The goal of the game is to finish the most levels you can. When all the team die, you return to the lobby and can start a new game from zero.

You can play with as many friends as you want and the game adapts itself the difficulty.

I am currently working on this project with Gaston Robert and I’m doing all the programming part of the project.

Technical Informations

The game works with a client-server architecture. The server is made with C++ and the client with C# and Unity.

The client is a little bit special as it’s made in 2 parts : a pure core client Dll in C# and the Unity part that loads the Dll.
This architecture allows me to use Unity only as a plugable renderer and to create easily console clients for debug and test purpose.

As we are using Unity only to render the game, we had to manage all the communication between server and clients. That’s mean encapsulate the Winsock API, create a basic UDP protocol (reliable but not ordered), create our serialization system to make clients (in C#) and the server (in C++) communicate nicely, etc… The game is using TCP for all non-realtime communications and UDP for the realtime ones.

To make the game work with more than a few player, we had to implement network optimisations techniques. We worked hard on dealing with Interest Management, or lag compensation technique such as the local-lag (and a little bit Dead Reckoning) with timelines. You can find more technical information in this article (currently only in french) :

This game is an experimentation so it’s not perfect and we are currently working on it. More pictures are about to come !

You can find the project on Github :
– Server :
– Client :

EGO : narrative VR game (Unity/SteamVR)

Live an experience in VR in a dystopian universe where you will learn more about yourself!

Surpass your capacities through tests to find the place which corresponds to you within the society. The EGO CORP. institute will accompany you step by step in the discovery of your identity.

The game is a narrative experience with puzzles and multiple endings in VR.

This game was made in 3 Months with Unity and the SteamVR SDK. On this project I was the only one programmer.

My tasks were :

– Participation in game conceptualization
– Gameplay programming: make the VR works, creation of the interaction in VR between player and environment (the player holds objects and can throw them, there are events to trigger, etc.) and integration of the levels.
– Sound integration: integrate the work of our sound designer (WWise)

Here is the trailer :

We were a team of 6 people :

– Game Designer : Gweltaz Crequer
– 3D Artist : Michel Cougnaud
– UX/UI Designer : Gaston Robert
– Programmer : Suliac Blineau
– Sound Designer : Marie-Valentine David
– Producer : Emmanuelle Gousset


Here is a walkthrough of the game :


Download the game (HTC Vice required) :

Abyssum : Shoot’em up (Unity)

Abyssum is a 2D horizontal shoot them up, playable locally by 4 players.
Players can earn points by either hitting or killing enemies, but lose some if they die.
Pickups spread throughout the level can be used to push other players into projectiles and enemies.
The goal of the game is to get the highest score possible by the end of the level.


This game was made in 1.5 Months and with Unity.

My tasks were :
– Participation in game conceptualization
– Gameplay programming: creation of the items, creation of the enemies and their AI, victory conditions and animations, UI
– Sound integration: integrate the work of our sound designer (WWise)
– Spritesheets integration

We were a team of 10 people :

– Game Designers : Eva Abollivier, Guillaume Dufour, Thomas Rodriguez
– Graphists : Marine Furlan, Solène Larcher
– UX/UI Designer : Gaston Robert
– Programmers : Ugo Belfiore, Suliac Blineau
– Sound Designer : Marie-Valentine David
– Producer : Victor Cottineau


Download the game :

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 :