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June 17, 2021
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Yoann Pignole's Blog   Expert Blogs

 

I'm a french game developer, worked at Ubisoft on AAA and casual games like Red Steel 2, Ghost Recon and Rabbids series and now at Don't Nod, as a game and level designer.

I'm also a graphic designer, musician and hobbyist coder, working on personnal indie game projects.

Visit my website for more informations about my work : http://yoannpignole.fr

 

Expert Blogs

Posted by Yoann Pignole on Mon, 28 Sep 2015 01:25:00 EDT in Design, Console/PC
I propose here a way to design a following third person camera with a free move zone. It's mainly oriented for quite "nervous" controls which needs to have a reactive camera, trying to being "smart" following you the best way possible.


Posted by Yoann Pignole on Mon, 27 Apr 2015 12:32:00 EDT in Design, Programming, Console/PC, Indie
On this third episode of the "hobbyst coder", I would like to share my approach to 2d platformer pathfinding. In this first part, we'll be talking about the navigation mesh generation...


Posted by Yoann Pignole on Fri, 03 Jan 2014 09:25:00 EST in Design, Programming, Console/PC, Indie
Your platformer controls seem to have a lack of reactivity ? You feel like you're moving a concrete-made character or a feather on the Moon ? I hope this list of possible reasons will help you to find why !


Posted by Yoann Pignole on Wed, 06 Nov 2013 09:00:00 EST in Design, Programming
Let's go for a second episode of the "hobbyist coder", where I want to share one of my approach of coding by visual flowchart representations.


Posted by Yoann Pignole on Thu, 10 Oct 2013 09:00:00 EDT in Design, Programming, Console/PC, Indie
This is my first post-mortem of a series about how a designer think about code. I decided to start with a custom controller for a 2D classic platformer game, in Unity.



Yoann Pignole's Comments

Comment In: [News - 10/05/2015 - 03:40]

Looks great From an ergonomic ...

Looks great From an ergonomic point of view, I 'm wondering how the game helps you to interact with inner blocks I can 't see the answer in the video. Is it an edition per vertical/horizontal stratum Just curiosity :

Comment In: [Blog - 06/03/2015 - 02:15]

Courageous, sadly true and important ...

Courageous, sadly true and important post. Thank you

Comment In: [Blog - 04/27/2015 - 12:32]

Thanks for you comment r ...

Thanks for you comment r n r nThe Awesomenauts is a very interesting read too The method is quite different as they came up with a navmesh constructed by the level designer. It was my first though too but the project I 'm working on needs a lot of different ...

Comment In: [Blog - 02/14/2014 - 12:17]

Good article Actually I wrote ...

Good article Actually I wrote a very similar one, about how to avoid rigidity feeling in a platformer, a few months ago http://www.gamasutra.com/blogs/YoannPignole/20140103/207987/Platformer controls how to avoid limpness and rigidity feelings.php . r nI agree that controls and camera are definitely one of the most important thing in a game ...

Comment In: [Blog - 01/03/2014 - 09:25]

Hi Javier and thanks for ...

Hi Javier and thanks for this information about how you deal with analog jump r n r nIndeed, your method allows the player to press the button again while the character isn 't falling yet, but I 'm wondering if the time delay assuming you don 't use a very ...

Comment In: [Blog - 11/06/2013 - 09:00]

As a game designer, when ...

As a game designer, when a user story, or any design task in non agile management methods, seems very complex to me especially for IA behaviors, UI design and search routines involving different parameters , I use flowcharts in addition to a design document to make my intentions clearer for ...