Worked for Gameloft Montreal as tester and designer, for Kutoka as media integrator and programmer, gave interactivity and Flash classes in university (UQAT), developed several Flash games for the web as the indie company Small is Beautiful interactive.
Since 2016, I make Sprite Sequence, a series of short game sequences posted every Friday.
I still make Sprite Sequence, a series of short game sequences posted every Friday and the archive section has grown a lot!
Sprite Sequence - updated every Friday
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For years I wondered how to marry comics and games, I found inspiration in the webcomic format.
Writing in video games is not just about the story. In some games there's tons of game rules informations to be conveyed to the player and it got to be done quickly and efficiently.
Almost 20 years ago, Super Ghouls'n Ghosts made a tremendous use of control limitations to empower the player. Let's go back in time for a game mechanic centered analysis of this classical 1991 platformer.
[News - 01/06/2017 - 03:13]
The kit requiring 6 AAA ...
The kit requiring 6 AAA batteries is a huge turn off. I hate those expensive, never last long batteries. They should have went with custom durable rechargeable batteries.
[Blog - 08/18/2016 - 04:14]
[News - 08/16/2016 - 04:01]
I 'm not surprised by ...
I 'm not surprised by the audience. Clicker games tend to be very hardcore in their own ways and also very gamer community oriented. Cow Clicker is one place to trace it back to but I think more direct ancestors can be found on Kongregate.com with games like A Knight ...
[News - 04/06/2011 - 12:35]
[Blog - 02/12/2010 - 04:11]
Heck, game's inventory are already ...
Heck, game's inventory are already much more ergonomic than real life solutions When I take out my keys out of my pockets, if there is anything else in my pockets at the moment it's sure to fall out or at least hinder my taking out the key.
[Blog - 01/29/2010 - 12:20]
To me, the implications and ...
To me, the implications and applications of the theory here studied are much wider Any game can benefit from simpler controls. I believe finding two or three key control points and mixing them together elegantly to create a complex system can be done in any genre. I hope THIS can ...