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March 1, 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

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.


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...


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 !


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.


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 ...